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Quotefox
2019-09-23 18:26:34 +02:00
commit 7091cdbe8c
7779 changed files with 2601004 additions and 0 deletions
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/obj/item/am_containment
name = "antimatter containment jar"
desc = "Holds antimatter."
icon = 'icons/obj/machines/antimatter.dmi'
icon_state = "jar"
density = FALSE
anchored = FALSE
force = 8
throwforce = 10
throw_speed = 1
throw_range = 2
var/fuel = 10000
var/fuel_max = 10000//Lets try this for now
var/stability = 100//TODO: add all the stability things to this so its not very safe if you keep hitting in on things
/obj/item/am_containment/ex_act(severity, target)
switch(severity)
if(1)
explosion(get_turf(src), 1, 2, 3, 5)//Should likely be larger but this works fine for now I guess
if(src)
qdel(src)
if(2)
if(prob((fuel/10)-stability))
explosion(get_turf(src), 1, 2, 3, 5)
if(src)
qdel(src)
return
stability -= 40
if(3)
stability -= 20
//check_stability()
return
/obj/item/am_containment/proc/usefuel(wanted)
if(fuel < wanted)
wanted = fuel
fuel -= wanted
return wanted
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/obj/machinery/power/am_control_unit
name = "antimatter control unit"
desc = "This device injects antimatter into connected shielding units, the more antimatter injected the more power produced. Wrench the device to set it up."
icon = 'icons/obj/machines/antimatter.dmi'
icon_state = "control"
anchored = FALSE
density = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 100
active_power_usage = 1000
interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT | INTERACT_ATOM_REQUIRES_ANCHORED
var/list/obj/machinery/am_shielding/linked_shielding
var/list/obj/machinery/am_shielding/linked_cores
var/obj/item/am_containment/fueljar
var/update_shield_icons = 0
var/stability = 100
var/exploding = 0
var/active = 0//On or not
var/fuel_injection = 2//How much fuel to inject
var/shield_icon_delay = 0//delays resetting for a short time
var/reported_core_efficiency = 0
var/power_cycle = 0
var/power_cycle_delay = 4//How many ticks till produce_power is called
var/stored_core_stability = 0
var/stored_core_stability_delay = 0
var/stored_power = 0//Power to deploy per tick
/obj/machinery/power/am_control_unit/Initialize()
. = ..()
linked_shielding = list()
linked_cores = list()
/obj/machinery/power/am_control_unit/Destroy()//Perhaps damage and run stability checks rather than just del on the others
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
AMS.control_unit = null
qdel(AMS)
QDEL_NULL(fueljar)
return ..()
/obj/machinery/power/am_control_unit/process()
if(exploding)
explosion(get_turf(src),8,12,18,12)
if(src)
qdel(src)
if(update_shield_icons && !shield_icon_delay)
check_shield_icons()
update_shield_icons = 0
if(stat & (NOPOWER|BROKEN) || !active)//can update the icons even without power
return
if(!fueljar)//No fuel but we are on, shutdown
toggle_power()
playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 0)
return
add_avail(stored_power)
power_cycle++
if(power_cycle >= power_cycle_delay)
produce_power()
power_cycle = 0
return
/obj/machinery/power/am_control_unit/proc/produce_power()
playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
var/core_power = reported_core_efficiency//Effectively how much fuel we can safely deal with
if(core_power <= 0)
return 0//Something is wrong
var/core_damage = 0
var/fuel = fueljar.usefuel(fuel_injection)
stored_power = (fuel/core_power)*fuel*200000
//Now check if the cores could deal with it safely, this is done after so you can overload for more power if needed, still a bad idea
if(fuel > (2*core_power))//More fuel has been put in than the current cores can deal with
if(prob(50))
core_damage = 1//Small chance of damage
if((fuel-core_power) > 5)
core_damage = 5//Now its really starting to overload the cores
if((fuel-core_power) > 10)
core_damage = 20//Welp now you did it, they wont stand much of this
if(core_damage == 0)
return
for(var/obj/machinery/am_shielding/AMS in linked_cores)
AMS.stability -= core_damage
AMS.check_stability(1)
playsound(src.loc, 'sound/effects/bang.ogg', 50, 1)
return
/obj/machinery/power/am_control_unit/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
switch(severity)
if(1)
if(active)
toggle_power()
stability -= rand(15,30)
if(2)
if(active)
toggle_power()
stability -= rand(10,20)
/obj/machinery/power/am_control_unit/blob_act()
stability -= 20
if(prob(100-stability))//Might infect the rest of the machine
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
AMS.blob_act()
qdel(src)
return
check_stability()
return
/obj/machinery/power/am_control_unit/ex_act(severity, target)
stability -= (80 - (severity * 20))
check_stability()
return
/obj/machinery/power/am_control_unit/bullet_act(obj/item/projectile/Proj)
. = ..()
if(Proj.flag != "bullet")
stability -= Proj.force
check_stability()
/obj/machinery/power/am_control_unit/power_change()
..()
if(stat & NOPOWER)
if(active)
toggle_power(1)
else
use_power = NO_POWER_USE
else if(!stat && anchored)
use_power = IDLE_POWER_USE
return
/obj/machinery/power/am_control_unit/update_icon()
if(active)
icon_state = "control_on"
else icon_state = "control"
//No other icons for it atm
/obj/machinery/power/am_control_unit/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/wrench))
if(!anchored)
W.play_tool_sound(src, 75)
user.visible_message("[user.name] secures the [src.name] to the floor.", \
"<span class='notice'>You secure the anchor bolts to the floor.</span>", \
"<span class='italics'>You hear a ratchet.</span>")
src.anchored = TRUE
connect_to_network()
else if(!linked_shielding.len > 0)
W.play_tool_sound(src, 75)
user.visible_message("[user.name] unsecures the [src.name].", \
"<span class='notice'>You remove the anchor bolts.</span>", \
"<span class='italics'>You hear a ratchet.</span>")
src.anchored = FALSE
disconnect_from_network()
else
to_chat(user, "<span class='warning'>Once bolted and linked to a shielding unit it the [src.name] is unable to be moved!</span>")
else if(istype(W, /obj/item/am_containment))
if(fueljar)
to_chat(user, "<span class='warning'>There is already a [fueljar] inside!</span>")
return
if(!user.transferItemToLoc(W, src))
return
fueljar = W
user.visible_message("[user.name] loads an [W.name] into the [src.name].", \
"<span class='notice'>You load an [W.name].</span>", \
"<span class='italics'>You hear a thunk.</span>")
else
return ..()
/obj/machinery/power/am_control_unit/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
switch(damage_type)
if(BRUTE)
if(sound_effect)
if(damage)
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
if(sound_effect)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
else
return
if(damage >= 20)
stability -= damage/2
check_stability()
/obj/machinery/power/am_control_unit/proc/add_shielding(obj/machinery/am_shielding/AMS, AMS_linking = 0)
if(!istype(AMS))
return 0
if(!anchored)
return 0
if(!AMS_linking && !AMS.link_control(src))
return 0
linked_shielding.Add(AMS)
update_shield_icons = 1
return 1
/obj/machinery/power/am_control_unit/proc/remove_shielding(obj/machinery/am_shielding/AMS)
if(!istype(AMS))
return 0
linked_shielding.Remove(AMS)
update_shield_icons = 2
if(active)
toggle_power()
return 1
/obj/machinery/power/am_control_unit/proc/check_stability()//TODO: make it break when low also might want to add a way to fix it like a part or such that can be replaced
if(stability <= 0)
qdel(src)
return
/obj/machinery/power/am_control_unit/proc/toggle_power(powerfail = 0)
active = !active
if(active)
use_power = ACTIVE_POWER_USE
visible_message("The [src.name] starts up.")
else
use_power = !powerfail
visible_message("The [src.name] shuts down.")
update_icon()
return
/obj/machinery/power/am_control_unit/proc/check_shield_icons()//Forces icon_update for all shields
if(shield_icon_delay)
return
shield_icon_delay = 1
if(update_shield_icons == 2)//2 means to clear everything and rebuild
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
if(AMS.processing)
AMS.shutdown_core()
AMS.control_unit = null
addtimer(CALLBACK(AMS, /obj/machinery/am_shielding.proc/controllerscan), 10)
linked_shielding = list()
else
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
AMS.update_icon()
addtimer(CALLBACK(src, .proc/reset_shield_icon_delay), 20)
/obj/machinery/power/am_control_unit/proc/reset_shield_icon_delay()
shield_icon_delay = 0
/obj/machinery/power/am_control_unit/proc/check_core_stability()
if(stored_core_stability_delay || linked_cores.len <= 0)
return
stored_core_stability_delay = 1
stored_core_stability = 0
for(var/obj/machinery/am_shielding/AMS in linked_cores)
stored_core_stability += AMS.stability
stored_core_stability/=linked_cores.len
addtimer(CALLBACK(src, .proc/reset_stored_core_stability_delay), 40)
/obj/machinery/power/am_control_unit/proc/reset_stored_core_stability_delay()
stored_core_stability_delay = 0
/obj/machinery/power/am_control_unit/ui_interact(mob/user)
. = ..()
if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
if(!isAI(user))
user.unset_machine()
user << browse(null, "window=AMcontrol")
return
var/dat = ""
dat += "AntiMatter Control Panel<BR>"
dat += "<A href='?src=[REF(src)];close=1'>Close</A><BR>"
dat += "<A href='?src=[REF(src)];refresh=1'>Refresh</A><BR>"
dat += "<A href='?src=[REF(src)];refreshicons=1'>Force Shielding Update</A><BR><BR>"
dat += "Status: [(active?"Injecting":"Standby")] <BR>"
dat += "<A href='?src=[REF(src)];togglestatus=1'>Toggle Status</A><BR>"
dat += "Stability: [stability]%<BR>"
dat += "Reactor parts: [linked_shielding.len]<BR>"//TODO: perhaps add some sort of stability check
dat += "Cores: [linked_cores.len]<BR><BR>"
dat += "-Current Efficiency: [reported_core_efficiency]<BR>"
dat += "-Average Stability: [stored_core_stability] <A href='?src=[REF(src)];refreshstability=1'>(update)</A><BR>"
dat += "Last Produced: [DisplayPower(stored_power)]<BR>"
dat += "Fuel: "
if(!fueljar)
dat += "<BR>No fuel receptacle detected."
else
dat += "<A href='?src=[REF(src)];ejectjar=1'>Eject</A><BR>"
dat += "- [fueljar.fuel]/[fueljar.fuel_max] Units<BR>"
dat += "- Injecting: [fuel_injection] units<BR>"
dat += "- <A href='?src=[REF(src)];strengthdown=1'>--</A>|<A href='?src=[REF(src)];strengthup=1'>++</A><BR><BR>"
user << browse(dat, "window=AMcontrol;size=420x500")
onclose(user, "AMcontrol")
return
/obj/machinery/power/am_control_unit/Topic(href, href_list)
if(..())
return
if(href_list["close"])
usr << browse(null, "window=AMcontrol")
usr.unset_machine()
return
if(href_list["togglestatus"])
toggle_power()
if(href_list["refreshicons"])
update_shield_icons = 1
if(href_list["ejectjar"])
if(fueljar)
fueljar.forceMove(drop_location())
fueljar = null
//fueljar.control_unit = null currently it does not care where it is
//update_icon() when we have the icon for it
if(href_list["strengthup"])
fuel_injection++
if(href_list["strengthdown"])
fuel_injection--
if(fuel_injection < 0)
fuel_injection = 0
if(href_list["refreshstability"])
check_core_stability()
updateDialog()
return
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//like orange but only checks north/south/east/west for one step
/proc/cardinalrange(var/center)
var/list/things = list()
for(var/direction in GLOB.cardinals)
var/turf/T = get_step(center, direction)
if(!T)
continue
things += T.contents
return things
/obj/machinery/am_shielding
name = "antimatter reactor section"
desc = "This device was built using a plasma life-form that seems to increase plasma's natural ability to react with neutrinos while reducing the combustibility."
icon = 'icons/obj/machines/antimatter.dmi'
icon_state = "shield"
density = TRUE
dir = NORTH
use_power = NO_POWER_USE//Living things generally dont use power
idle_power_usage = 0
active_power_usage = 0
var/obj/machinery/power/am_control_unit/control_unit = null
var/processing = FALSE//To track if we are in the update list or not, we need to be when we are damaged and if we ever
var/stability = 100//If this gets low bad things tend to happen
var/efficiency = 1//How many cores this core counts for when doing power processing, plasma in the air and stability could affect this
var/coredirs = 0
var/dirs = 0
/obj/machinery/am_shielding/Initialize()
. = ..()
addtimer(CALLBACK(src, .proc/controllerscan), 10)
/obj/machinery/am_shielding/proc/overheat()
visible_message("<span class='danger'>[src] melts!</span>")
new /obj/effect/hotspot(loc)
qdel(src)
/obj/machinery/am_shielding/proc/collapse()
visible_message("<span class='notice'>[src] collapses back into a container!</span>")
new /obj/item/am_shielding_container(drop_location())
qdel(src)
/obj/machinery/am_shielding/proc/controllerscan(priorscan = 0)
//Make sure we are the only one here
if(!isturf(loc))
collapse()
for(var/obj/machinery/am_shielding/AMS in loc.contents)
if(AMS == src)
continue
collapse()
return
//Search for shielding first
for(var/obj/machinery/am_shielding/AMS in cardinalrange(src))
if(AMS && AMS.control_unit && link_control(AMS.control_unit))
break
if(!control_unit)//No other guys nearby look for a control unit
for(var/direction in GLOB.cardinals)
for(var/obj/machinery/power/am_control_unit/AMC in cardinalrange(src))
if(AMC.add_shielding(src))
break
if(!control_unit)
if(!priorscan)
addtimer(CALLBACK(src, .proc/controllerscan, 1), 20)
return
collapse()
/obj/machinery/am_shielding/Destroy()
if(control_unit)
control_unit.remove_shielding(src)
if(processing)
shutdown_core()
//Might want to have it leave a mess on the floor but no sprites for now
return ..()
/obj/machinery/am_shielding/CanPass(atom/movable/mover, turf/target)
return 0
/obj/machinery/am_shielding/process()
if(!processing)
. = PROCESS_KILL
//TODO: core functions and stability
//TODO: think about checking the airmix for plasma and increasing power output
return
/obj/machinery/am_shielding/emp_act()//Immune due to not really much in the way of electronics.
return
/obj/machinery/am_shielding/ex_act(severity, target)
stability -= (80 - (severity * 20))
check_stability()
return
/obj/machinery/am_shielding/bullet_act(obj/item/projectile/Proj)
. = ..()
if(Proj.flag != "bullet")
stability -= Proj.force/2
check_stability()
/obj/machinery/am_shielding/update_icon()
dirs = 0
coredirs = 0
cut_overlays()
for(var/direction in GLOB.alldirs)
var/turf/T = get_step(loc, direction)
for(var/obj/machinery/machine in T)
if(istype(machine, /obj/machinery/am_shielding))
var/obj/machinery/am_shielding/shield = machine
if(shield.control_unit == control_unit)
if(shield.processing)
coredirs |= direction
if(direction in GLOB.cardinals)
dirs |= direction
else
if(istype(machine, /obj/machinery/power/am_control_unit) && (direction in GLOB.cardinals))
var/obj/machinery/power/am_control_unit/control = machine
if(control == control_unit)
dirs |= direction
var/prefix = ""
var/icondirs=dirs
if(coredirs)
prefix="core"
icon_state = "[prefix]shield_[icondirs]"
if(core_check())
add_overlay("core[control_unit && control_unit.active]")
if(!processing)
setup_core()
else if(processing)
shutdown_core()
/obj/machinery/am_shielding/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
switch(damage_type)
if(BRUTE)
if(sound_effect)
if(damage_amount)
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
if(sound_effect)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
else
return
if(damage_amount >= 10)
stability -= damage_amount/2
check_stability()
//Call this to link a detected shilding unit to the controller
/obj/machinery/am_shielding/proc/link_control(obj/machinery/power/am_control_unit/AMC)
if(!istype(AMC))
return 0
if(control_unit && control_unit != AMC)
return 0//Already have one
control_unit = AMC
control_unit.add_shielding(src,1)
return 1
//Scans cards for shields or the control unit and if all there it
/obj/machinery/am_shielding/proc/core_check()
for(var/direction in GLOB.alldirs)
var/found_am_device=0
for(var/obj/machinery/machine in get_step(loc, direction))
if(!machine)
continue//Need all for a core
if(istype(machine, /obj/machinery/am_shielding) || istype(machine, /obj/machinery/power/am_control_unit))
found_am_device = 1
break
if(!found_am_device)
return 0
return 1
/obj/machinery/am_shielding/proc/setup_core()
processing = TRUE
GLOB.machines |= src
START_PROCESSING(SSmachines, src)
if(!control_unit)
return
control_unit.linked_cores.Add(src)
control_unit.reported_core_efficiency += efficiency
return
/obj/machinery/am_shielding/proc/shutdown_core()
processing = FALSE
if(!control_unit)
return
control_unit.linked_cores.Remove(src)
control_unit.reported_core_efficiency -= efficiency
return
/obj/machinery/am_shielding/proc/check_stability(injecting_fuel = 0)
if(stability > 0)
return
if(injecting_fuel && control_unit)
control_unit.exploding = 1
if(src)
overheat()
return
/obj/machinery/am_shielding/proc/recalc_efficiency(new_efficiency)//tbh still not 100% sure how I want to deal with efficiency so this is likely temp
if(!control_unit || !processing)
return
if(stability < 50)
new_efficiency /= 2
control_unit.reported_core_efficiency += (new_efficiency - efficiency)
efficiency = new_efficiency
return
/obj/item/am_shielding_container
name = "packaged antimatter reactor section"
desc = "A small storage unit containing an antimatter reactor section. To use place near an antimatter control unit or deployed antimatter reactor section and use a multitool to activate this package."
icon = 'icons/obj/machines/antimatter.dmi'
icon_state = "box"
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1
throwforce = 5
throw_speed = 1
throw_range = 2
materials = list(MAT_METAL=100)
/obj/item/am_shielding_container/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/multitool) && istype(src.loc, /turf))
new/obj/machinery/am_shielding(src.loc)
qdel(src)
else
return ..()
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GLOBAL_LIST_INIT(cable_colors, list(
"yellow" = "#ffff00",
"green" = "#00aa00",
"blue" = "#1919c8",
"pink" = "#ff3cc8",
"orange" = "#ff8000",
"cyan" = "#00ffff",
"white" = "#ffffff",
"red" = "#ff0000"
))
///////////////////////////////
//CABLE STRUCTURE
///////////////////////////////
////////////////////////////////
// Definitions
////////////////////////////////
/* Cable directions (d1 and d2)
9 1 5
\ | /
8 - 0 - 4
/ | \
10 2 6
If d1 = 0 and d2 = 0, there's no cable
If d1 = 0 and d2 = dir, it's a O-X cable, getting from the center of the tile to dir (knot cable)
If d1 = dir1 and d2 = dir2, it's a full X-X cable, getting from dir1 to dir2
By design, d1 is the smallest direction and d2 is the highest
*/
/obj/structure/cable
name = "power cable"
desc = "A flexible, superconducting insulated cable for heavy-duty power transfer."
icon = 'icons/obj/power_cond/cables.dmi'
icon_state = "0-1"
level = 1 //is underfloor
layer = WIRE_LAYER //Above hidden pipes, GAS_PIPE_HIDDEN_LAYER
anchored = TRUE
obj_flags = CAN_BE_HIT | ON_BLUEPRINTS
var/d1 = 0 // cable direction 1 (see above)
var/d2 = 1 // cable direction 2 (see above)
var/datum/powernet/powernet
var/obj/item/stack/cable_coil/stored
var/cable_color = "red"
color = "#ff0000"
/obj/structure/cable/yellow
cable_color = "yellow"
color = "#ffff00"
/obj/structure/cable/green
cable_color = "green"
color = "#00aa00"
/obj/structure/cable/blue
cable_color = "blue"
color = "#1919c8"
/obj/structure/cable/pink
cable_color = "pink"
color = "#ff3cc8"
/obj/structure/cable/orange
cable_color = "orange"
color = "#ff8000"
/obj/structure/cable/cyan
cable_color = "cyan"
color = "#00ffff"
/obj/structure/cable/white
cable_color = "white"
color = "#ffffff"
// the power cable object
/obj/structure/cable/Initialize(mapload, param_color)
. = ..()
// ensure d1 & d2 reflect the icon_state for entering and exiting cable
var/dash = findtext(icon_state, "-")
d1 = text2num( copytext( icon_state, 1, dash ) )
d2 = text2num( copytext( icon_state, dash+1 ) )
var/turf/T = get_turf(src) // hide if turf is not intact
if(level==1)
hide(T.intact)
GLOB.cable_list += src //add it to the global cable list
if(d1)
stored = new/obj/item/stack/cable_coil(null,2,cable_color)
else
stored = new/obj/item/stack/cable_coil(null,1,cable_color)
var/list/cable_colors = GLOB.cable_colors
cable_color = param_color || cable_color || pick(cable_colors)
if(cable_colors[cable_color])
cable_color = cable_colors[cable_color]
update_icon()
/obj/structure/cable/Destroy() // called when a cable is deleted
if(powernet)
cut_cable_from_powernet() // update the powernets
GLOB.cable_list -= src //remove it from global cable list
return ..() // then go ahead and delete the cable
/obj/structure/cable/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
var/turf/T = loc
stored.forceMove(T)
qdel(src)
///////////////////////////////////
// General procedures
///////////////////////////////////
//If underfloor, hide the cable
/obj/structure/cable/hide(i)
if(level == 1 && isturf(loc))
invisibility = i ? INVISIBILITY_MAXIMUM : 0
update_icon()
/obj/structure/cable/update_icon()
icon_state = "[d1]-[d2]"
color = null
add_atom_colour(cable_color, FIXED_COLOUR_PRIORITY)
/obj/structure/cable/proc/handlecable(obj/item/W, mob/user, params)
var/turf/T = get_turf(src)
if(T.intact)
return
if(istype(W, /obj/item/wirecutters))
if (shock(user, 50))
return
user.visible_message("[user] cuts the cable.", "<span class='notice'>You cut the cable.</span>")
stored.add_fingerprint(user)
investigate_log("was cut by [key_name(usr)] in [AREACOORD(src)]", INVESTIGATE_WIRES)
deconstruct()
return
else if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
if (coil.get_amount() < 1)
to_chat(user, "<span class='warning'>Not enough cable!</span>")
return
coil.cable_join(src, user)
else if(istype(W, /obj/item/twohanded/rcl))
var/obj/item/twohanded/rcl/R = W
if(R.loaded)
R.loaded.cable_join(src, user)
R.is_empty(user)
else if(istype(W, /obj/item/multitool))
if(powernet && (powernet.avail > 0)) // is it powered?
to_chat(user, "<span class='danger'>[DisplayPower(powernet.avail)] in power network.</span>")
else
to_chat(user, "<span class='danger'>The cable is not powered.</span>")
shock(user, 5, 0.2)
src.add_fingerprint(user)
// Items usable on a cable :
// - Wirecutters : cut it duh !
// - Cable coil : merge cables
// - Multitool : get the power currently passing through the cable
//
/obj/structure/cable/attackby(obj/item/W, mob/user, params)
handlecable(W, user, params)
// shock the user with probability prb
/obj/structure/cable/proc/shock(mob/user, prb, siemens_coeff = 1)
if(!prob(prb))
return 0
if (electrocute_mob(user, powernet, src, siemens_coeff))
do_sparks(5, TRUE, src)
return 1
else
return 0
/obj/structure/cable/singularity_pull(S, current_size)
..()
if(current_size >= STAGE_FIVE)
deconstruct()
/obj/structure/cable/proc/update_stored(length = 1, colorC = "red")
stored.amount = length
stored.item_color = colorC
stored.update_icon()
////////////////////////////////////////////
// Power related
///////////////////////////////////////////
// All power generation handled in add_avail()
// Machines should use add_load(), surplus(), avail()
// Non-machines should use add_delayedload(), delayed_surplus(), newavail()
/obj/structure/cable/proc/add_avail(amount)
if(powernet)
powernet.newavail += amount
/obj/structure/cable/proc/add_load(amount)
if(powernet)
powernet.load += amount
/obj/structure/cable/proc/surplus()
if(powernet)
return CLAMP(powernet.avail-powernet.load, 0, powernet.avail)
else
return 0
/obj/structure/cable/proc/avail()
if(powernet)
return powernet.avail
else
return 0
/obj/structure/cable/proc/add_delayedload(amount)
if(powernet)
powernet.delayedload += amount
/obj/structure/cable/proc/delayed_surplus()
if(powernet)
return CLAMP(powernet.newavail - powernet.delayedload, 0, powernet.newavail)
else
return 0
/obj/structure/cable/proc/newavail()
if(powernet)
return powernet.newavail
else
return 0
/////////////////////////////////////////////////
// Cable laying helpers
////////////////////////////////////////////////
//handles merging diagonally matching cables
//for info : direction^3 is flipping horizontally, direction^12 is flipping vertically
/obj/structure/cable/proc/mergeDiagonalsNetworks(direction)
//search for and merge diagonally matching cables from the first direction component (north/south)
var/turf/T = get_step(src, direction&3)//go north/south
for(var/obj/structure/cable/C in T)
if(!C)
continue
if(src == C)
continue
if(C.d1 == (direction^3) || C.d2 == (direction^3)) //we've got a diagonally matching cable
if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables)
var/datum/powernet/newPN = new()
newPN.add_cable(C)
if(powernet) //if we already have a powernet, then merge the two powernets
merge_powernets(powernet,C.powernet)
else
C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet
//the same from the second direction component (east/west)
T = get_step(src, direction&12)//go east/west
for(var/obj/structure/cable/C in T)
if(!C)
continue
if(src == C)
continue
if(C.d1 == (direction^12) || C.d2 == (direction^12)) //we've got a diagonally matching cable
if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables)
var/datum/powernet/newPN = new()
newPN.add_cable(C)
if(powernet) //if we already have a powernet, then merge the two powernets
merge_powernets(powernet,C.powernet)
else
C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet
// merge with the powernets of power objects in the given direction
/obj/structure/cable/proc/mergeConnectedNetworks(direction)
var/fdir = (!direction)? 0 : turn(direction, 180) //flip the direction, to match with the source position on its turf
if(!(d1 == direction || d2 == direction)) //if the cable is not pointed in this direction, do nothing
return
var/turf/TB = get_step(src, direction)
for(var/obj/structure/cable/C in TB)
if(!C)
continue
if(src == C)
continue
if(C.d1 == fdir || C.d2 == fdir) //we've got a matching cable in the neighbor turf
if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables)
var/datum/powernet/newPN = new()
newPN.add_cable(C)
if(powernet) //if we already have a powernet, then merge the two powernets
merge_powernets(powernet,C.powernet)
else
C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet
// merge with the powernets of power objects in the source turf
/obj/structure/cable/proc/mergeConnectedNetworksOnTurf()
var/list/to_connect = list()
if(!powernet) //if we somehow have no powernet, make one (should not happen for cables)
var/datum/powernet/newPN = new()
newPN.add_cable(src)
//first let's add turf cables to our powernet
//then we'll connect machines on turf with a node cable is present
for(var/AM in loc)
if(istype(AM, /obj/structure/cable))
var/obj/structure/cable/C = AM
if(C.d1 == d1 || C.d2 == d1 || C.d1 == d2 || C.d2 == d2) //only connected if they have a common direction
if(C.powernet == powernet)
continue
if(C.powernet)
merge_powernets(powernet, C.powernet)
else
powernet.add_cable(C) //the cable was powernetless, let's just add it to our powernet
else if(istype(AM, /obj/machinery/power/apc))
var/obj/machinery/power/apc/N = AM
if(!N.terminal)
continue // APC are connected through their terminal
if(N.terminal.powernet == powernet)
continue
to_connect += N.terminal //we'll connect the machines after all cables are merged
else if(istype(AM, /obj/machinery/power)) //other power machines
var/obj/machinery/power/M = AM
if(M.powernet == powernet)
continue
to_connect += M //we'll connect the machines after all cables are merged
//now that cables are done, let's connect found machines
for(var/obj/machinery/power/PM in to_connect)
if(!PM.connect_to_network())
PM.disconnect_from_network() //if we somehow can't connect the machine to the new powernet, remove it from the old nonetheless
//////////////////////////////////////////////
// Powernets handling helpers
//////////////////////////////////////////////
//if powernetless_only = 1, will only get connections without powernet
/obj/structure/cable/proc/get_connections(powernetless_only = 0)
. = list() // this will be a list of all connected power objects
var/turf/T
//get matching cables from the first direction
if(d1) //if not a node cable
T = get_step(src, d1)
if(T)
. += power_list(T, src, turn(d1, 180), powernetless_only) //get adjacents matching cables
if(d1&(d1-1)) //diagonal direction, must check the 4 possibles adjacents tiles
T = get_step(src,d1&3) // go north/south
if(T)
. += power_list(T, src, d1 ^ 3, powernetless_only) //get diagonally matching cables
T = get_step(src,d1&12) // go east/west
if(T)
. += power_list(T, src, d1 ^ 12, powernetless_only) //get diagonally matching cables
. += power_list(loc, src, d1, powernetless_only) //get on turf matching cables
//do the same on the second direction (which can't be 0)
T = get_step(src, d2)
if(T)
. += power_list(T, src, turn(d2, 180), powernetless_only) //get adjacents matching cables
if(d2&(d2-1)) //diagonal direction, must check the 4 possibles adjacents tiles
T = get_step(src,d2&3) // go north/south
if(T)
. += power_list(T, src, d2 ^ 3, powernetless_only) //get diagonally matching cables
T = get_step(src,d2&12) // go east/west
if(T)
. += power_list(T, src, d2 ^ 12, powernetless_only) //get diagonally matching cables
. += power_list(loc, src, d2, powernetless_only) //get on turf matching cables
return .
//should be called after placing a cable which extends another cable, creating a "smooth" cable that no longer terminates in the centre of a turf.
//needed as this can, unlike other placements, disconnect cables
/obj/structure/cable/proc/denode()
var/turf/T1 = loc
if(!T1)
return
var/list/powerlist = power_list(T1,src,0,0) //find the other cables that ended in the centre of the turf, with or without a powernet
if(powerlist.len>0)
var/datum/powernet/PN = new()
propagate_network(powerlist[1],PN) //propagates the new powernet beginning at the source cable
if(PN.is_empty()) //can happen with machines made nodeless when smoothing cables
qdel(PN)
/obj/structure/cable/proc/auto_propogate_cut_cable(obj/O)
if(O && !QDELETED(O))
var/datum/powernet/newPN = new()// creates a new powernet...
propagate_network(O, newPN)//... and propagates it to the other side of the cable
// cut the cable's powernet at this cable and updates the powergrid
/obj/structure/cable/proc/cut_cable_from_powernet(remove=TRUE)
var/turf/T1 = loc
var/list/P_list
if(!T1)
return
if(d1)
T1 = get_step(T1, d1)
P_list = power_list(T1, src, turn(d1,180),0,cable_only = 1) // what adjacently joins on to cut cable...
P_list += power_list(loc, src, d1, 0, cable_only = 1)//... and on turf
if(P_list.len == 0)//if nothing in both list, then the cable was a lone cable, just delete it and its powernet
powernet.remove_cable(src)
for(var/obj/machinery/power/P in T1)//check if it was powering a machine
if(!P.connect_to_network()) //can't find a node cable on a the turf to connect to
P.disconnect_from_network() //remove from current network (and delete powernet)
return
var/obj/O = P_list[1]
// remove the cut cable from its turf and powernet, so that it doesn't get count in propagate_network worklist
if(remove)
moveToNullspace()
powernet.remove_cable(src) //remove the cut cable from its powernet
addtimer(CALLBACK(O, .proc/auto_propogate_cut_cable, O), 0) //so we don't rebuild the network X times when singulo/explosion destroys a line of X cables
// Disconnect machines connected to nodes
if(d1 == 0) // if we cut a node (O-X) cable
for(var/obj/machinery/power/P in T1)
if(!P.connect_to_network()) //can't find a node cable on a the turf to connect to
P.disconnect_from_network() //remove from current network
///////////////////////////////////////////////
// The cable coil object, used for laying cable
///////////////////////////////////////////////
////////////////////////////////
// Definitions
////////////////////////////////
GLOBAL_LIST_INIT(cable_coil_recipes, list (new/datum/stack_recipe("cable restraints", /obj/item/restraints/handcuffs/cable, 15)))
/obj/item/stack/cable_coil
name = "cable coil"
gender = NEUTER //That's a cable coil sounds better than that's some cable coils
icon = 'icons/obj/power.dmi'
icon_state = "coil"
item_state = "coil"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
max_amount = MAXCOIL
amount = MAXCOIL
merge_type = /obj/item/stack/cable_coil // This is here to let its children merge between themselves
item_color = "red"
desc = "A coil of insulated power cable."
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=10, MAT_GLASS=5)
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
singular_name = "cable piece"
full_w_class = WEIGHT_CLASS_SMALL
grind_results = list("copper" = 2) //2 copper per cable in the coil
usesound = 'sound/items/deconstruct.ogg'
/obj/item/stack/cable_coil/cyborg
is_cyborg = 1
materials = list()
cost = 1
/obj/item/stack/cable_coil/cyborg/attack_self(mob/user)
var/cable_color = input(user,"Pick a cable color.","Cable Color") in list("red","yellow","green","blue","pink","orange","cyan","white")
item_color = cable_color
update_icon()
/obj/item/stack/cable_coil/suicide_act(mob/user)
if(locate(/obj/structure/chair/stool) in get_turf(user))
user.visible_message("<span class='suicide'>[user] is making a noose with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
else
user.visible_message("<span class='suicide'>[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return(OXYLOSS)
/obj/item/stack/cable_coil/Initialize(mapload, new_amount = null, param_color = null)
. = ..()
var/list/cable_colors = GLOB.cable_colors
item_color = param_color || item_color || pick(cable_colors)
if(cable_colors[item_color])
item_color = cable_colors[item_color]
pixel_x = rand(-2,2)
pixel_y = rand(-2,2)
update_icon()
recipes = GLOB.cable_coil_recipes
///////////////////////////////////
// General procedures
///////////////////////////////////
//you can use wires to heal robotics
/obj/item/stack/cable_coil/attack(mob/living/carbon/human/H, mob/user)
if(!istype(H))
return ..()
var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
if(affecting && affecting.status == BODYPART_ROBOTIC)
if(user == H)
user.visible_message("<span class='notice'>[user] starts to fix some of the wires in [H]'s [affecting.name].</span>", "<span class='notice'>You start fixing some of the wires in [H]'s [affecting.name].</span>")
if(!do_mob(user, H, 50))
return
if(item_heal_robotic(H, user, 0, 15))
use(1)
return
else
return ..()
/obj/item/stack/cable_coil/update_icon()
icon_state = "[initial(item_state)][amount < 3 ? amount : ""]"
name = "cable [amount < 3 ? "piece" : "coil"]"
color = null
add_atom_colour(item_color, FIXED_COLOUR_PRIORITY)
/obj/item/stack/cable_coil/attack_hand(mob/user)
. = ..()
if(.)
return
var/obj/item/stack/cable_coil/new_cable = ..()
if(istype(new_cable))
new_cable.item_color = item_color
new_cable.update_icon()
//add cables to the stack
/obj/item/stack/cable_coil/proc/give(extra)
if(amount + extra > max_amount)
amount = max_amount
else
amount += extra
update_icon()
///////////////////////////////////////////////
// Cable laying procedures
//////////////////////////////////////////////
/obj/item/stack/cable_coil/proc/get_new_cable(location)
var/path = /obj/structure/cable
return new path(location, item_color)
// called when cable_coil is clicked on a turf
/obj/item/stack/cable_coil/proc/place_turf(turf/T, mob/user, dirnew)
if(!isturf(user.loc))
return
if(!isturf(T) || T.intact || !T.can_have_cabling())
to_chat(user, "<span class='warning'>You can only lay cables on catwalks and plating!</span>")
return
if(get_amount() < 1) // Out of cable
to_chat(user, "<span class='warning'>There is no cable left!</span>")
return
if(get_dist(T,user) > 1) // Too far
to_chat(user, "<span class='warning'>You can't lay cable at a place that far away!</span>")
return
var/dirn
if(!dirnew) //If we weren't given a direction, come up with one! (Called as null from catwalk.dm and floor.dm)
if(user.loc == T)
dirn = user.dir //If laying on the tile we're on, lay in the direction we're facing
else
dirn = get_dir(T, user)
else
dirn = dirnew
for(var/obj/structure/cable/LC in T)
if(LC.d2 == dirn && LC.d1 == 0)
to_chat(user, "<span class='warning'>There's already a cable at that position!</span>")
return
var/obj/structure/cable/C = get_new_cable(T)
//set up the new cable
C.d1 = 0 //it's a O-X node cable
C.d2 = dirn
C.add_fingerprint(user)
C.update_icon()
//create a new powernet with the cable, if needed it will be merged later
var/datum/powernet/PN = new()
PN.add_cable(C)
C.mergeConnectedNetworks(C.d2) //merge the powernet with adjacents powernets
C.mergeConnectedNetworksOnTurf() //merge the powernet with on turf powernets
if(C.d2 & (C.d2 - 1))// if the cable is layed diagonally, check the others 2 possible directions
C.mergeDiagonalsNetworks(C.d2)
use(1)
if(C.shock(user, 50))
if(prob(50)) //fail
new /obj/item/stack/cable_coil(get_turf(C), 1, C.color)
C.deconstruct()
return C
// called when cable_coil is click on an installed obj/cable
// or click on a turf that already contains a "node" cable
/obj/item/stack/cable_coil/proc/cable_join(obj/structure/cable/C, mob/user, showerror = TRUE, forceddir)
var/turf/U = user.loc
if(!isturf(U))
return
var/turf/T = C.loc
if(!isturf(T) || T.intact) // sanity checks, also stop use interacting with T-scanner revealed cable
return
if(get_dist(C, user) > 1) // make sure it's close enough
to_chat(user, "<span class='warning'>You can't lay cable at a place that far away!</span>")
return
if(U == T && !forceddir) //if clicked on the turf we're standing on and a direction wasn't supplied, try to put a cable in the direction we're facing
place_turf(T,user)
return
var/dirn = get_dir(C, user)
// one end of the clicked cable is pointing towards us and no direction was supplied
if((C.d1 == dirn || C.d2 == dirn) && !forceddir)
if(!U.can_have_cabling()) //checking if it's a plating or catwalk
if (showerror)
to_chat(user, "<span class='warning'>You can only lay cables on catwalks and plating!</span>")
return
if(U.intact) //can't place a cable if it's a plating with a tile on it
to_chat(user, "<span class='warning'>You can't lay cable there unless the floor tiles are removed!</span>")
return
else
// cable is pointing at us, we're standing on an open tile
// so create a stub pointing at the clicked cable on our tile
var/fdirn = turn(dirn, 180) // the opposite direction
for(var/obj/structure/cable/LC in U) // check to make sure there's not a cable there already
if(LC.d1 == fdirn || LC.d2 == fdirn)
if (showerror)
to_chat(user, "<span class='warning'>There's already a cable at that position!</span>")
return
var/obj/structure/cable/NC = get_new_cable (U)
NC.d1 = 0
NC.d2 = fdirn
NC.add_fingerprint(user)
NC.update_icon()
//create a new powernet with the cable, if needed it will be merged later
var/datum/powernet/newPN = new()
newPN.add_cable(NC)
NC.mergeConnectedNetworks(NC.d2) //merge the powernet with adjacents powernets
NC.mergeConnectedNetworksOnTurf() //merge the powernet with on turf powernets
if(NC.d2 & (NC.d2 - 1))// if the cable is layed diagonally, check the others 2 possible directions
NC.mergeDiagonalsNetworks(NC.d2)
use(1)
if (NC.shock(user, 50))
if (prob(50)) //fail
NC.deconstruct()
return
// exisiting cable doesn't point at our position or we have a supplied direction, so see if it's a stub
else if(C.d1 == 0)
// if so, make it a full cable pointing from it's old direction to our dirn
var/nd1 = C.d2 // these will be the new directions
var/nd2 = dirn
if(nd1 > nd2) // swap directions to match icons/states
nd1 = dirn
nd2 = C.d2
for(var/obj/structure/cable/LC in T) // check to make sure there's no matching cable
if(LC == C) // skip the cable we're interacting with
continue
if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction
if (showerror)
to_chat(user, "<span class='warning'>There's already a cable at that position!</span>")
return
C.update_icon()
C.d1 = nd1
C.d2 = nd2
//updates the stored cable coil
C.update_stored(2, item_color)
C.add_fingerprint(user)
C.update_icon()
C.mergeConnectedNetworks(C.d1) //merge the powernets...
C.mergeConnectedNetworks(C.d2) //...in the two new cable directions
C.mergeConnectedNetworksOnTurf()
if(C.d1 & (C.d1 - 1))// if the cable is layed diagonally, check the others 2 possible directions
C.mergeDiagonalsNetworks(C.d1)
if(C.d2 & (C.d2 - 1))// if the cable is layed diagonally, check the others 2 possible directions
C.mergeDiagonalsNetworks(C.d2)
use(1)
if (C.shock(user, 50))
if (prob(50)) //fail
C.deconstruct()
return
C.denode()// this call may have disconnected some cables that terminated on the centre of the turf, if so split the powernets.
return
//////////////////////////////
// Misc.
/////////////////////////////
/obj/item/stack/cable_coil/red
item_color = "red"
color = "#ff0000"
/obj/item/stack/cable_coil/yellow
item_color = "yellow"
color = "#ffff00"
/obj/item/stack/cable_coil/blue
item_color = "blue"
color = "#1919c8"
/obj/item/stack/cable_coil/green
item_color = "green"
color = "#00aa00"
/obj/item/stack/cable_coil/pink
item_color = "pink"
color = "#ff3ccd"
/obj/item/stack/cable_coil/orange
item_color = "orange"
color = "#ff8000"
/obj/item/stack/cable_coil/cyan
item_color = "cyan"
color = "#00ffff"
/obj/item/stack/cable_coil/white
item_color = "white"
/obj/item/stack/cable_coil/random
item_color = null
color = "#ffffff"
/obj/item/stack/cable_coil/random/five
amount = 5
/obj/item/stack/cable_coil/cut
amount = null
icon_state = "coil2"
/obj/item/stack/cable_coil/cut/Initialize(mapload)
. = ..()
if(!amount)
amount = rand(1,2)
pixel_x = rand(-2,2)
pixel_y = rand(-2,2)
update_icon()
/obj/item/stack/cable_coil/cut/red
item_color = "red"
color = "#ff0000"
/obj/item/stack/cable_coil/cut/yellow
item_color = "yellow"
color = "#ffff00"
/obj/item/stack/cable_coil/cut/blue
item_color = "blue"
color = "#1919c8"
/obj/item/stack/cable_coil/cut/green
item_color = "green"
color = "#00aa00"
/obj/item/stack/cable_coil/cut/pink
item_color = "pink"
color = "#ff3ccd"
/obj/item/stack/cable_coil/cut/orange
item_color = "orange"
color = "#ff8000"
/obj/item/stack/cable_coil/cut/cyan
item_color = "cyan"
color = "#00ffff"
/obj/item/stack/cable_coil/cut/white
item_color = "white"
/obj/item/stack/cable_coil/cut/random
item_color = null
color = "#ffffff"
+361
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/obj/item/stock_parts/cell
name = "power cell"
desc = "A rechargeable electrochemical power cell."
icon = 'icons/obj/power.dmi'
icon_state = "cell"
item_state = "cell"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
force = 5
throwforce = 5
throw_speed = 2
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
var/charge = 0 // note %age conveted to actual charge in New
var/maxcharge = 1000
materials = list(MAT_METAL=700, MAT_GLASS=50)
grind_results = list("lithium" = 15, "iron" = 5, "silicon" = 5)
var/rigged = FALSE // true if rigged to explode
var/chargerate = 100 //how much power is given every tick in a recharger
var/self_recharge = 0 //does it self recharge, over time, or not?
var/ratingdesc = TRUE
var/grown_battery = FALSE // If it's a grown that acts as a battery, add a wire overlay to it.
/obj/item/stock_parts/cell/get_cell()
return src
/obj/item/stock_parts/cell/Initialize(mapload, override_maxcharge)
. = ..()
if(self_recharge)
START_PROCESSING(SSobj, src)
create_reagents(5, INJECTABLE | DRAINABLE)
if (override_maxcharge)
maxcharge = override_maxcharge
charge = maxcharge
if(ratingdesc)
desc += " This one has a rating of [DisplayEnergy(maxcharge)], and you should not swallow it."
update_icon()
/obj/item/stock_parts/cell/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/stock_parts/cell/vv_edit_var(var_name, var_value)
switch(var_name)
if("self_recharge")
if(var_value)
START_PROCESSING(SSobj, src)
else
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/stock_parts/cell/process()
if(self_recharge)
give(chargerate * 0.25)
else
return PROCESS_KILL
/obj/item/stock_parts/cell/update_icon()
cut_overlays()
if(grown_battery)
add_overlay(image('icons/obj/power.dmi',"grown_wires"))
if(charge < 0.01)
return
else if(charge/maxcharge >=0.995)
add_overlay("cell-o2")
else
add_overlay("cell-o1")
/obj/item/stock_parts/cell/proc/percent() // return % charge of cell
return 100*charge/maxcharge
// use power from a cell
/obj/item/stock_parts/cell/use(amount, can_explode = TRUE)
if(rigged && amount > 0 && can_explode)
explode()
return 0
if(charge < amount)
return 0
charge = (charge - amount)
if(!istype(loc, /obj/machinery/power/apc))
SSblackbox.record_feedback("tally", "cell_used", 1, type)
return 1
// recharge the cell
/obj/item/stock_parts/cell/proc/give(amount)
if(rigged && amount > 0)
explode()
return 0
if(maxcharge < amount)
amount = maxcharge
var/power_used = min(maxcharge-charge,amount)
charge += power_used
return power_used
/obj/item/stock_parts/cell/examine(mob/user)
..()
if(rigged)
to_chat(user, "<span class='danger'>This power cell seems to be faulty!</span>")
else
to_chat(user, "The charge meter reads [round(src.percent() )]%.")
/obj/item/stock_parts/cell/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is licking the electrodes of [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (FIRELOSS)
/obj/item/stock_parts/cell/on_reagent_change(changetype)
..()
rigged = reagents?.has_reagent("plasma", 5) ? TRUE : FALSE //has_reagent returns the reagent datum
/obj/item/stock_parts/cell/proc/explode()
var/turf/T = get_turf(src.loc)
if (charge==0)
return
var/devastation_range = -1 //round(charge/11000)
var/heavy_impact_range = round(sqrt(charge)/60)
var/light_impact_range = round(sqrt(charge)/30)
var/flash_range = light_impact_range
if (light_impact_range==0)
rigged = FALSE
corrupt()
return
//explosion(T, 0, 1, 2, 2)
explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
qdel(src)
/obj/item/stock_parts/cell/proc/corrupt()
charge /= 2
maxcharge = max(maxcharge/2, chargerate)
if (prob(10))
rigged = TRUE //broken batterys are dangerous
/obj/item/stock_parts/cell/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
charge -= 1000 / severity
if (charge < 0)
charge = 0
/obj/item/stock_parts/cell/ex_act(severity, target)
..()
if(!QDELETED(src))
switch(severity)
if(2)
if(prob(50))
corrupt()
if(3)
if(prob(25))
corrupt()
/obj/item/stock_parts/cell/blob_act(obj/structure/blob/B)
ex_act(EXPLODE_DEVASTATE)
/obj/item/stock_parts/cell/proc/get_electrocute_damage()
if(charge >= 1000)
return CLAMP(round(charge/10000), 10, 90) + rand(-5,5)
else
return 0
/obj/item/stock_parts/cell/get_part_rating()
return rating * maxcharge
/* Cell variants*/
/obj/item/stock_parts/cell/empty/Initialize()
. = ..()
charge = 0
/obj/item/stock_parts/cell/crap
name = "\improper Nanotrasen brand rechargeable AA battery"
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
maxcharge = 500
materials = list(MAT_GLASS=40)
/obj/item/stock_parts/cell/crap/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/upgraded
name = "upgraded power cell"
desc = "A power cell with a slightly higher capacity than normal!"
maxcharge = 2500
materials = list(MAT_GLASS=50)
chargerate = 1000
/obj/item/stock_parts/cell/upgraded/plus
name = "upgraded power cell+"
desc = "A power cell with an even higher capacity than the base model!"
maxcharge = 5000
/obj/item/stock_parts/cell/secborg
name = "security borg rechargeable D battery"
maxcharge = 1750 //35/17/8 disabler/laser/taser shots.
materials = list(MAT_GLASS=40)
/obj/item/stock_parts/cell/secborg/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/lascarbine
name = "laser carbine power supply"
maxcharge = 2500
/obj/item/stock_parts/cell/pulse //200 pulse shots
name = "pulse rifle power cell"
maxcharge = 40000
chargerate = 1500
/obj/item/stock_parts/cell/pulse/carbine //25 pulse shots
name = "pulse carbine power cell"
maxcharge = 5000
/obj/item/stock_parts/cell/pulse/pistol //10 pulse shots
name = "pulse pistol power cell"
maxcharge = 2000
/obj/item/stock_parts/cell/high
name = "high-capacity power cell"
icon_state = "hcell"
maxcharge = 10000
materials = list(MAT_GLASS=60)
chargerate = 1500
/obj/item/stock_parts/cell/high/plus
name = "high-capacity power cell+"
desc = "Where did these come from?"
icon_state = "h+cell"
maxcharge = 15000
chargerate = 2250
/obj/item/stock_parts/cell/high/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/super
name = "super-capacity power cell"
icon_state = "scell"
maxcharge = 20000
materials = list(MAT_GLASS=300)
chargerate = 2000
/obj/item/stock_parts/cell/super/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/hyper
name = "hyper-capacity power cell"
icon_state = "hpcell"
maxcharge = 30000
materials = list(MAT_GLASS=400)
chargerate = 3000
/obj/item/stock_parts/cell/hyper/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/bluespace
name = "bluespace power cell"
desc = "A rechargeable transdimensional power cell."
icon_state = "bscell"
maxcharge = 40000
materials = list(MAT_GLASS=600)
chargerate = 4000
/obj/item/stock_parts/cell/bluespace/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/infinite
name = "infinite-capacity power cell!"
icon_state = "icell"
maxcharge = 30000
materials = list(MAT_GLASS=1000)
rating = 100
chargerate = 30000
/obj/item/stock_parts/cell/infinite/use()
return 1
/obj/item/stock_parts/cell/infinite/abductor
name = "void core"
desc = "An alien power cell that produces energy seemingly out of nowhere."
icon = 'icons/obj/abductor.dmi'
icon_state = "cell"
maxcharge = 50000
ratingdesc = FALSE
/obj/item/stock_parts/cell/infinite/abductor/update_icon()
return
/obj/item/stock_parts/cell/potato
name = "potato battery"
desc = "A rechargeable starch based power cell."
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "potato"
charge = 100
maxcharge = 300
materials = list()
grown_battery = TRUE //it has the overlays for wires
/obj/item/stock_parts/cell/high/slime
name = "charged slime core"
desc = "A yellow slime core infused with plasma, it crackles with power."
icon = 'icons/mob/slimes.dmi'
icon_state = "yellow slime extract"
materials = list()
rating = 5 //self-recharge makes these desirable
self_recharge = 1 // Infused slime cores self-recharge, over time
/obj/item/stock_parts/cell/emproof
name = "\improper EMP-proof cell"
desc = "An EMP-proof cell."
maxcharge = 500
rating = 3
/obj/item/stock_parts/cell/emproof/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/emproof/empty/ComponentInitialize()
. = ..()
AddComponent(/datum/component/empprotection, EMP_PROTECT_SELF)
/obj/item/stock_parts/cell/emproof/corrupt()
return
/obj/item/stock_parts/cell/beam_rifle
name = "beam rifle capacitor"
desc = "A high powered capacitor that can provide huge amounts of energy in an instant."
maxcharge = 50000
chargerate = 5000 //Extremely energy intensive
/obj/item/stock_parts/cell/beam_rifle/corrupt()
return
/obj/item/stock_parts/cell/beam_rifle/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
charge = CLAMP((charge-(10000/severity)),0,maxcharge)
/obj/item/stock_parts/cell/emergency_light
name = "miniature power cell"
desc = "A tiny power cell with a very low power capacity. Used in light fixtures to power them in the event of an outage."
maxcharge = 120 //Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell
materials = list(MAT_GLASS = 20)
w_class = WEIGHT_CLASS_TINY
/obj/item/stock_parts/cell/emergency_light/Initialize()
. = ..()
var/area/A = get_area(src)
if(!A.lightswitch || !A.light_power)
charge = 0 //For naturally depowered areas, we start with no power
+117
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/obj/structure/floodlight_frame
name = "floodlight frame"
desc = "A bare metal frame looking vaguely like a floodlight. Requires wrenching down."
max_integrity = 100
icon = 'icons/obj/lighting.dmi'
icon_state = "floodlight_c1"
density = TRUE
var/state = FLOODLIGHT_NEEDS_WRENCHING
/obj/structure/floodlight_frame/attackby(obj/item/O, mob/user, params)
if(istype(O, /obj/item/wrench) && (state == FLOODLIGHT_NEEDS_WRENCHING))
to_chat(user, "<span class='notice'>You secure [src].</span>")
anchored = TRUE
state = FLOODLIGHT_NEEDS_WIRES
desc = "A bare metal frame looking vaguely like a floodlight. Requires wiring."
else if(istype(O, /obj/item/stack/cable_coil) && (state == FLOODLIGHT_NEEDS_WIRES))
var/obj/item/stack/S = O
if(S.use(5))
to_chat(user, "<span class='notice'>You wire [src].</span>")
name = "wired [name]"
desc = "A bare metal frame looking vaguely like a floodlight. Requires securing with a screwdriver."
icon_state = "floodlight_c2"
state = FLOODLIGHT_NEEDS_SECURING
else if(istype(O, /obj/item/light/tube) && (state == FLOODLIGHT_NEEDS_LIGHTS))
if(user.transferItemToLoc(O))
to_chat(user, "<span class='notice'>You put lights in [src].</span>")
new /obj/machinery/power/floodlight(src.loc)
qdel(src)
else if(istype(O, /obj/item/screwdriver) && (state == FLOODLIGHT_NEEDS_SECURING))
to_chat(user, "<span class='notice'>You fasten the wiring and electronics in [src].</span>")
name = "secured [name]"
desc = "A bare metal frame that looks like a floodlight. Requires light tubes."
icon_state = "floodlight_c3"
state = FLOODLIGHT_NEEDS_LIGHTS
else
..()
/obj/machinery/power/floodlight
name = "floodlight"
desc = "A pole with powerful mounted lights on it. Due to its high power draw, it must be powered by a direct connection to a wire node."
icon = 'icons/obj/lighting.dmi'
icon_state = "floodlight"
density = TRUE
max_integrity = 100
integrity_failure = 80
idle_power_usage = 100
active_power_usage = 1000
var/list/light_setting_list = list(0, 5, 10, 15)
var/light_power_coefficient = 300
var/setting = 1
light_power = 1.75
/obj/machinery/power/floodlight/process()
if(avail(active_power_usage))
add_load(active_power_usage)
else
change_setting(1)
/obj/machinery/power/floodlight/proc/change_setting(val, mob/user)
if((val < 1) || (val > light_setting_list.len))
return
active_power_usage = light_setting_list[val]
if(!avail(active_power_usage))
return change_setting(val - 1)
setting = val
set_light(light_setting_list[val])
var/setting_text = ""
if(val > 1)
icon_state = "[initial(icon_state)]_on"
else
icon_state = initial(icon_state)
switch(val)
if(1)
setting_text = "OFF"
if(2)
setting_text = "low power"
if(3)
setting_text = "standard lighting"
if(4)
setting_text = "high power"
if(user)
to_chat(user, "You set [src] to [setting_text].")
/obj/machinery/power/floodlight/attackby(obj/item/O, mob/user, params)
if(istype(O, /obj/item/wrench))
default_unfasten_wrench(user, O, time = 20)
change_setting(1)
if(anchored)
connect_to_network()
else
disconnect_from_network()
else
. = ..()
/obj/machinery/power/floodlight/attack_hand(mob/user)
. = ..()
if(.)
return
var/current = setting
if(current == 1)
current = light_setting_list.len
else
current--
change_setting(current, user)
..()
/obj/machinery/power/floodlight/obj_break(damage_flag)
if(!(flags_1 & NODECONSTRUCT_1))
playsound(loc, 'sound/effects/glassbr3.ogg', 100, 1)
var/obj/structure/floodlight_frame/F = new(loc)
F.state = FLOODLIGHT_NEEDS_LIGHTS
new /obj/item/light/tube/broken(loc)
qdel(src)
/obj/machinery/power/floodlight/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
playsound(src, 'sound/effects/glasshit.ogg', 75, 1)
+234
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/obj/machinery/power/generator
name = "thermoelectric generator"
desc = "It's a high efficiency thermoelectric generator."
icon_state = "teg"
density = TRUE
use_power = NO_POWER_USE
var/obj/machinery/atmospherics/components/binary/circulator/cold_circ
var/obj/machinery/atmospherics/components/binary/circulator/hot_circ
var/lastgen = 0
var/lastgenlev = -1
var/lastcirc = "00"
/obj/machinery/power/generator/Initialize(mapload)
. = ..()
find_circs()
connect_to_network()
SSair.atmos_machinery += src
update_icon()
component_parts = list(new /obj/item/circuitboard/machine/generator)
/obj/machinery/power/generator/ComponentInitialize()
. = ..()
AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS )
/obj/machinery/power/generator/Destroy()
kill_circs()
SSair.atmos_machinery -= src
return ..()
/obj/machinery/power/generator/update_icon()
if(stat & (NOPOWER|BROKEN))
cut_overlays()
else
cut_overlays()
var/L = min(round(lastgenlev/100000),11)
if(L != 0)
add_overlay(image('icons/obj/power.dmi', "teg-op[L]"))
if(hot_circ && cold_circ)
add_overlay("teg-oc[lastcirc]")
#define GENRATE 800 // generator output coefficient from Q
/obj/machinery/power/generator/process_atmos()
if(!cold_circ || !hot_circ)
return
if(powernet)
var/datum/gas_mixture/cold_air = cold_circ.return_transfer_air()
var/datum/gas_mixture/hot_air = hot_circ.return_transfer_air()
if(cold_air && hot_air)
var/cold_air_heat_capacity = cold_air.heat_capacity()
var/hot_air_heat_capacity = hot_air.heat_capacity()
var/delta_temperature = hot_air.temperature - cold_air.temperature
if(delta_temperature > 0 && cold_air_heat_capacity > 0 && hot_air_heat_capacity > 0)
var/efficiency = 0.00025 + (hot_air.reaction_results["fire"]*0.01)
var/energy_transfer = delta_temperature*hot_air_heat_capacity*cold_air_heat_capacity/(hot_air_heat_capacity+cold_air_heat_capacity)
var/heat = energy_transfer*(1-efficiency)
lastgen += energy_transfer*efficiency
hot_air.temperature = hot_air.temperature - energy_transfer/hot_air_heat_capacity
cold_air.temperature = cold_air.temperature + heat/cold_air_heat_capacity
//add_avail(lastgen) This is done in process now
// update icon overlays only if displayed level has changed
if(hot_air)
var/datum/gas_mixture/hot_circ_air1 = hot_circ.airs[1]
hot_circ_air1.merge(hot_air)
if(cold_air)
var/datum/gas_mixture/cold_circ_air1 = cold_circ.airs[1]
cold_circ_air1.merge(cold_air)
update_icon()
var/circ = "[cold_circ && cold_circ.last_pressure_delta > 0 ? "1" : "0"][hot_circ && hot_circ.last_pressure_delta > 0 ? "1" : "0"]"
if(circ != lastcirc)
lastcirc = circ
update_icon()
src.updateDialog()
/obj/machinery/power/generator/process()
//Setting this number higher just makes the change in power output slower, it doesnt actualy reduce power output cause **math**
var/power_output = round(lastgen / 10)
add_avail(power_output)
lastgenlev = power_output
lastgen -= power_output
..()
/obj/machinery/power/generator/proc/get_menu(include_link = TRUE)
var/t = ""
if(!powernet)
t += "<span class='bad'>Unable to connect to the power network!</span>"
else if(cold_circ && hot_circ)
var/datum/gas_mixture/cold_circ_air1 = cold_circ.airs[1]
var/datum/gas_mixture/cold_circ_air2 = cold_circ.airs[2]
var/datum/gas_mixture/hot_circ_air1 = hot_circ.airs[1]
var/datum/gas_mixture/hot_circ_air2 = hot_circ.airs[2]
t += "<div class='statusDisplay'>"
t += "Output: [DisplayPower(lastgenlev)]"
t += "<BR>"
t += "<B><font color='blue'>Cold loop</font></B><BR>"
t += "Temperature Inlet: [round(cold_circ_air2.temperature, 0.1)] K / Outlet: [round(cold_circ_air1.temperature, 0.1)] K<BR>"
t += "Pressure Inlet: [round(cold_circ_air2.return_pressure(), 0.1)] kPa / Outlet: [round(cold_circ_air1.return_pressure(), 0.1)] kPa<BR>"
t += "<B><font color='red'>Hot loop</font></B><BR>"
t += "Temperature Inlet: [round(hot_circ_air2.temperature, 0.1)] K / Outlet: [round(hot_circ_air1.temperature, 0.1)] K<BR>"
t += "Pressure Inlet: [round(hot_circ_air2.return_pressure(), 0.1)] kPa / Outlet: [round(hot_circ_air1.return_pressure(), 0.1)] kPa<BR>"
t += "</div>"
else if(!hot_circ && cold_circ)
t += "<span class='bad'>Unable to locate hot circulator!</span>"
else if(hot_circ && !cold_circ)
t += "<span class='bad'>Unable to locate cold circulator!</span>"
else
t += "<span class='bad'>Unable to locate any parts!</span>"
if(include_link)
t += "<BR><A href='?src=[REF(src)];close=1'>Close</A>"
return t
/obj/machinery/power/generator/ui_interact(mob/user)
. = ..()
var/datum/browser/popup = new(user, "teg", "Thermo-Electric Generator", 460, 300)
popup.set_content(get_menu())
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
/obj/machinery/power/generator/Topic(href, href_list)
if(..())
return
if( href_list["close"] )
usr << browse(null, "window=teg")
usr.unset_machine()
return FALSE
return TRUE
/obj/machinery/power/generator/power_change()
..()
update_icon()
/obj/machinery/power/generator/proc/find_circs()
kill_circs()
var/list/circs = list()
var/obj/machinery/atmospherics/components/binary/circulator/C
var/circpath = /obj/machinery/atmospherics/components/binary/circulator
if(dir == NORTH || dir == SOUTH)
C = locate(circpath) in get_step(src, EAST)
if(C && C.dir == WEST)
circs += C
C = locate(circpath) in get_step(src, WEST)
if(C && C.dir == EAST)
circs += C
else
C = locate(circpath) in get_step(src, NORTH)
if(C && C.dir == SOUTH)
circs += C
C = locate(circpath) in get_step(src, SOUTH)
if(C && C.dir == NORTH)
circs += C
if(circs.len)
for(C in circs)
if(C.mode == CIRCULATOR_COLD && !cold_circ)
cold_circ = C
C.generator = src
else if(C.mode == CIRCULATOR_HOT && !hot_circ)
hot_circ = C
C.generator = src
/obj/machinery/power/generator/wrench_act(mob/living/user, obj/item/I)
if(!panel_open)
return
anchored = !anchored
I.play_tool_sound(src)
if(!anchored)
kill_circs()
connect_to_network()
to_chat(user, "<span class='notice'>You [anchored?"secure":"unsecure"] [src].</span>")
return TRUE
/obj/machinery/power/generator/multitool_act(mob/living/user, obj/item/I)
if(!anchored)
return
find_circs()
to_chat(user, "<span class='notice'>You update [src]'s circulator links.</span>")
return TRUE
/obj/machinery/power/generator/screwdriver_act(mob/user, obj/item/I)
if(..())
return TRUE
panel_open = !panel_open
I.play_tool_sound(src)
to_chat(user, "<span class='notice'>You [panel_open?"open":"close"] the panel on [src].</span>")
return TRUE
/obj/machinery/power/generator/crowbar_act(mob/user, obj/item/I)
default_deconstruction_crowbar(I)
return TRUE
/obj/machinery/power/generator/on_deconstruction()
kill_circs()
/obj/machinery/power/generator/proc/kill_circs()
if(hot_circ)
hot_circ.generator = null
hot_circ = null
if(cold_circ)
cold_circ.generator = null
cold_circ = null
+409
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//
// Gravity Generator
//
GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding new gravity generators to the list, and keying it with the z level.
#define POWER_IDLE 0
#define POWER_UP 1
#define POWER_DOWN 2
#define GRAV_NEEDS_SCREWDRIVER 0
#define GRAV_NEEDS_WELDING 1
#define GRAV_NEEDS_PLASTEEL 2
#define GRAV_NEEDS_WRENCH 3
//
// Abstract Generator
//
/obj/machinery/gravity_generator
name = "gravitational generator"
desc = "A device which produces a graviton field when set up."
icon = 'icons/obj/machines/gravity_generator.dmi'
density = TRUE
use_power = NO_POWER_USE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/sprite_number = 0
/obj/machinery/gravity_generator/safe_throw_at()
return FALSE
/obj/machinery/gravity_generator/ex_act(severity, target)
if(severity == 1) // Very sturdy.
set_broken()
/obj/machinery/gravity_generator/blob_act(obj/structure/blob/B)
if(prob(20))
set_broken()
/obj/machinery/gravity_generator/tesla_act(power, tesla_flags)
..()
if(tesla_flags & TESLA_MACHINE_EXPLOSIVE)
qdel(src)//like the singulo, tesla deletes it. stops it from exploding over and over
/obj/machinery/gravity_generator/update_icon()
..()
icon_state = "[get_status()]_[sprite_number]"
/obj/machinery/gravity_generator/proc/get_status()
return "off"
// You aren't allowed to move.
/obj/machinery/gravity_generator/Move()
. = ..()
qdel(src)
/obj/machinery/gravity_generator/proc/set_broken()
stat |= BROKEN
/obj/machinery/gravity_generator/proc/set_fix()
stat &= ~BROKEN
/obj/machinery/gravity_generator/part/Destroy()
if(main_part)
qdel(main_part)
set_broken()
return ..()
//
// Part generator which is mostly there for looks
//
/obj/machinery/gravity_generator/part
var/obj/machinery/gravity_generator/main/main_part = null
/obj/machinery/gravity_generator/part/attackby(obj/item/I, mob/user, params)
return main_part.attackby(I, user)
/obj/machinery/gravity_generator/part/get_status()
return main_part.get_status()
/obj/machinery/gravity_generator/part/attack_hand(mob/user)
return main_part.attack_hand(user)
/obj/machinery/gravity_generator/part/set_broken()
..()
if(main_part && !(main_part.stat & BROKEN))
main_part.set_broken()
//
// Generator which spawns with the station.
//
/obj/machinery/gravity_generator/main/station/Initialize()
. = ..()
setup_parts()
middle.add_overlay("activated")
update_list()
//
// Generator an admin can spawn
//
/obj/machinery/gravity_generator/main/station/admin
use_power = NO_POWER_USE
//
// Main Generator with the main code
//
/obj/machinery/gravity_generator/main
icon_state = "on_8"
idle_power_usage = 0
active_power_usage = 3000
power_channel = ENVIRON
sprite_number = 8
use_power = IDLE_POWER_USE
interaction_flags_machine = INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OFFLINE
var/on = TRUE
var/breaker = 1
var/list/parts = list()
var/obj/middle = null
var/charging_state = POWER_IDLE
var/charge_count = 100
var/current_overlay = null
var/broken_state = 0
var/setting = 1 //Gravity value when on
/obj/machinery/gravity_generator/main/Destroy() // If we somehow get deleted, remove all of our other parts.
investigate_log("was destroyed!", INVESTIGATE_GRAVITY)
on = FALSE
update_list()
for(var/obj/machinery/gravity_generator/part/O in parts)
O.main_part = null
if(!QDESTROYING(O))
qdel(O)
return ..()
/obj/machinery/gravity_generator/main/proc/setup_parts()
var/turf/our_turf = get_turf(src)
// 9x9 block obtained from the bottom middle of the block
var/list/spawn_turfs = block(locate(our_turf.x - 1, our_turf.y + 2, our_turf.z), locate(our_turf.x + 1, our_turf.y, our_turf.z))
var/count = 10
for(var/turf/T in spawn_turfs)
count--
if(T == our_turf) // Skip our turf.
continue
var/obj/machinery/gravity_generator/part/part = new(T)
if(count == 5) // Middle
middle = part
if(count <= 3) // Their sprite is the top part of the generator
part.density = FALSE
part.layer = WALL_OBJ_LAYER
part.sprite_number = count
part.main_part = src
parts += part
part.update_icon()
/obj/machinery/gravity_generator/main/proc/connected_parts()
return parts.len == 8
/obj/machinery/gravity_generator/main/set_broken()
..()
for(var/obj/machinery/gravity_generator/M in parts)
if(!(M.stat & BROKEN))
M.set_broken()
middle.cut_overlays()
charge_count = 0
breaker = 0
set_power()
set_state(0)
investigate_log("has broken down.", INVESTIGATE_GRAVITY)
/obj/machinery/gravity_generator/main/set_fix()
..()
for(var/obj/machinery/gravity_generator/M in parts)
if(M.stat & BROKEN)
M.set_fix()
broken_state = 0
update_icon()
set_power()
// Interaction
// Fixing the gravity generator.
/obj/machinery/gravity_generator/main/attackby(obj/item/I, mob/user, params)
switch(broken_state)
if(GRAV_NEEDS_SCREWDRIVER)
if(istype(I, /obj/item/screwdriver))
to_chat(user, "<span class='notice'>You secure the screws of the framework.</span>")
I.play_tool_sound(src)
broken_state++
update_icon()
return
if(GRAV_NEEDS_WELDING)
if(istype(I, /obj/item/weldingtool))
if(I.use_tool(src, user, 0, volume=50, amount=1))
to_chat(user, "<span class='notice'>You mend the damaged framework.</span>")
broken_state++
update_icon()
return
if(GRAV_NEEDS_PLASTEEL)
if(istype(I, /obj/item/stack/sheet/plasteel))
var/obj/item/stack/sheet/plasteel/PS = I
if(PS.get_amount() >= 10)
PS.use(10)
to_chat(user, "<span class='notice'>You add the plating to the framework.</span>")
playsound(src.loc, 'sound/machines/click.ogg', 75, 1)
broken_state++
update_icon()
else
to_chat(user, "<span class='warning'>You need 10 sheets of plasteel!</span>")
return
if(GRAV_NEEDS_WRENCH)
if(istype(I, /obj/item/wrench))
to_chat(user, "<span class='notice'>You secure the plating to the framework.</span>")
I.play_tool_sound(src)
set_fix()
return
return ..()
/obj/machinery/gravity_generator/main/ui_interact(mob/user)
if(stat & BROKEN)
return
var/dat = "Gravity Generator Breaker: "
if(breaker)
dat += "<span class='linkOn'>ON</span> <A href='?src=[REF(src)];gentoggle=1'>OFF</A>"
else
dat += "<A href='?src=[REF(src)];gentoggle=1'>ON</A> <span class='linkOn'>OFF</span> "
dat += "<br>Generator Status:<br><div class='statusDisplay'>"
if(charging_state != POWER_IDLE)
dat += "<font class='bad'>WARNING</font> Radiation Detected. <br>[charging_state == POWER_UP ? "Charging..." : "Discharging..."]"
else if(on)
dat += "Powered."
else
dat += "Unpowered."
dat += "<br>Gravity Charge: [charge_count]%</div>"
var/datum/browser/popup = new(user, "gravgen", name)
popup.set_content(dat)
popup.open()
/obj/machinery/gravity_generator/main/Topic(href, href_list)
if(..())
return
if(href_list["gentoggle"])
breaker = !breaker
investigate_log("was toggled [breaker ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [key_name(usr)].", INVESTIGATE_GRAVITY)
set_power()
src.updateUsrDialog()
// Power and Icon States
/obj/machinery/gravity_generator/main/power_change()
..()
investigate_log("has [stat & NOPOWER ? "lost" : "regained"] power.", INVESTIGATE_GRAVITY)
set_power()
/obj/machinery/gravity_generator/main/get_status()
if(stat & BROKEN)
return "fix[min(broken_state, 3)]"
return on || charging_state != POWER_IDLE ? "on" : "off"
/obj/machinery/gravity_generator/main/update_icon()
..()
for(var/obj/O in parts)
O.update_icon()
// Set the charging state based on power/breaker.
/obj/machinery/gravity_generator/main/proc/set_power()
var/new_state = 0
if(stat & (NOPOWER|BROKEN) || !breaker)
new_state = 0
else if(breaker)
new_state = 1
charging_state = new_state ? POWER_UP : POWER_DOWN // Startup sequence animation.
investigate_log("is now [charging_state == POWER_UP ? "charging" : "discharging"].", INVESTIGATE_GRAVITY)
update_icon()
// Set the state of the gravity.
/obj/machinery/gravity_generator/main/proc/set_state(new_state)
charging_state = POWER_IDLE
on = new_state
use_power = on ? ACTIVE_POWER_USE : IDLE_POWER_USE
// Sound the alert if gravity was just enabled or disabled.
var/alert = FALSE
if(SSticker.IsRoundInProgress())
if(on) // If we turned on and the game is live.
if(gravity_in_level() == 0)
alert = 1
investigate_log("was brought online and is now producing gravity for this level.", INVESTIGATE_GRAVITY)
message_admins("The gravity generator was brought online [ADMIN_VERBOSEJMP(src)]")
else
if(gravity_in_level() == 1)
alert = 1
investigate_log("was brought offline and there is now no gravity for this level.", INVESTIGATE_GRAVITY)
message_admins("The gravity generator was brought offline with no backup generator. [ADMIN_VERBOSEJMP(src)]")
update_icon()
update_list()
src.updateUsrDialog()
if(alert)
shake_everyone()
// Charge/Discharge and turn on/off gravity when you reach 0/100 percent.
// Also emit radiation and handle the overlays.
/obj/machinery/gravity_generator/main/process()
if(stat & BROKEN)
return
if(charging_state != POWER_IDLE)
if(charging_state == POWER_UP && charge_count >= 100)
set_state(1)
else if(charging_state == POWER_DOWN && charge_count <= 0)
set_state(0)
else
if(charging_state == POWER_UP)
charge_count += 2
else if(charging_state == POWER_DOWN)
charge_count -= 2
if(charge_count % 4 == 0 && prob(75)) // Let them know it is charging/discharging.
playsound(src.loc, 'sound/effects/empulse.ogg', 100, 1)
updateDialog()
if(prob(25)) // To help stop "Your clothes feel warm." spam.
pulse_radiation()
var/overlay_state = null
switch(charge_count)
if(0 to 20)
overlay_state = null
if(21 to 40)
overlay_state = "startup"
if(41 to 60)
overlay_state = "idle"
if(61 to 80)
overlay_state = "activating"
if(81 to 100)
overlay_state = "activated"
if(overlay_state != current_overlay)
if(middle)
middle.cut_overlays()
if(overlay_state)
middle.add_overlay(overlay_state)
current_overlay = overlay_state
/obj/machinery/gravity_generator/main/proc/pulse_radiation()
radiation_pulse(src, 200)
// Shake everyone on the z level to let them know that gravity was enagaged/disenagaged.
/obj/machinery/gravity_generator/main/proc/shake_everyone()
var/turf/T = get_turf(src)
var/sound/alert_sound = sound('sound/effects/alert.ogg')
for(var/i in GLOB.mob_list)
var/mob/M = i
if(M.z != z)
continue
M.update_gravity(M.mob_has_gravity())
if(M.client)
shake_camera(M, 15, 1)
M.playsound_local(T, null, 100, 1, 0.5, S = alert_sound)
/obj/machinery/gravity_generator/main/proc/gravity_in_level()
var/turf/T = get_turf(src)
if(!T)
return 0
if(GLOB.gravity_generators["[T.z]"])
return length(GLOB.gravity_generators["[T.z]"])
return 0
/obj/machinery/gravity_generator/main/proc/update_list()
var/turf/T = get_turf(src.loc)
if(T)
if(!GLOB.gravity_generators["[T.z]"])
GLOB.gravity_generators["[T.z]"] = list()
if(on)
GLOB.gravity_generators["[T.z]"] |= src
else
GLOB.gravity_generators["[T.z]"] -= src
/obj/machinery/gravity_generator/main/proc/change_setting(value)
if(value != setting)
setting = value
shake_everyone()
// Misc
/obj/item/paper/guides/jobs/engi/gravity_gen
name = "paper- 'Generate your own gravity!'"
info = {"<h1>Gravity Generator Instructions For Dummies</h1>
<p>Surprisingly, gravity isn't that hard to make! All you have to do is inject deadly radioactive minerals into a ball of
energy and you have yourself gravity! You can turn the machine on or off when required but you must remember that the generator
will EMIT RADIATION when charging or discharging, you can tell it is charging or discharging by the noise it makes, so please WEAR PROTECTIVE CLOTHING.</p>
<br>
<h3>It blew up!</h3>
<p>Don't panic! The gravity generator was designed to be easily repaired. If, somehow, the sturdy framework did not survive then
please proceed to panic; otherwise follow these steps.</p><ol>
<li>Secure the screws of the framework with a screwdriver.</li>
<li>Mend the damaged framework with a welding tool.</li>
<li>Add additional plasteel plating.</li>
<li>Secure the additional plating with a wrench.</li></ol>"}
+823
View File
@@ -0,0 +1,823 @@
// The lighting system
//
// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/light)
#define LIGHT_EMERGENCY_POWER_USE 0.2 //How much power emergency lights will consume per tick
// status values shared between lighting fixtures and items
#define LIGHT_OK 0
#define LIGHT_EMPTY 1
#define LIGHT_BROKEN 2
#define LIGHT_BURNED 3
/obj/item/wallframe/light_fixture
name = "light fixture frame"
desc = "Used for building lights."
icon = 'icons/obj/lighting.dmi'
icon_state = "tube-construct-item"
result_path = /obj/structure/light_construct
inverse = TRUE
/obj/item/wallframe/light_fixture/small
name = "small light fixture frame"
icon_state = "bulb-construct-item"
result_path = /obj/structure/light_construct/small
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT)
/obj/item/wallframe/light_fixture/try_build(turf/on_wall, user)
if(!..())
return
var/area/A = get_area(user)
if(!IS_DYNAMIC_LIGHTING(A))
to_chat(user, "<span class='warning'>You cannot place [src] in this area!</span>")
return
return TRUE
/obj/structure/light_construct
name = "light fixture frame"
desc = "A light fixture under construction."
icon = 'icons/obj/lighting.dmi'
icon_state = "tube-construct-stage1"
anchored = TRUE
layer = WALL_OBJ_LAYER
max_integrity = 200
armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
var/stage = 1
var/fixture_type = "tube"
var/sheets_refunded = 2
var/obj/machinery/light/newlight = null
var/obj/item/stock_parts/cell/cell
var/cell_connectors = TRUE
/obj/structure/light_construct/Initialize(mapload, ndir, building)
. = ..()
if(building)
setDir(ndir)
/obj/structure/light_construct/Destroy()
QDEL_NULL(cell)
return ..()
/obj/structure/light_construct/get_cell()
return cell
/obj/structure/light_construct/examine(mob/user)
..()
switch(src.stage)
if(1)
to_chat(user, "It's an empty frame.")
if(2)
to_chat(user, "It's wired.")
if(3)
to_chat(user, "The casing is closed.")
if(cell_connectors)
if(cell)
to_chat(user, "You see [cell] inside the casing.")
else
to_chat(user, "The casing has no power cell for backup power.")
else
to_chat(user, "<span class='danger'>This casing doesn't support power cells for backup power.</span>")
return
/obj/structure/light_construct/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/stock_parts/cell))
if(!cell_connectors)
to_chat(user, "<span class='warning'>This [name] can't support a power cell!</span>")
return
if(HAS_TRAIT(W, TRAIT_NODROP))
to_chat(user, "<span class='warning'>[W] is stuck to your hand!</span>")
return
user.dropItemToGround(W)
if(cell)
user.visible_message("<span class='notice'>[user] swaps [W] out for [src]'s cell.</span>", \
"<span class='notice'>You swap [src]'s power cells.</span>")
cell.forceMove(drop_location())
user.put_in_hands(cell)
else
user.visible_message("<span class='notice'>[user] hooks up [W] to [src].</span>", \
"<span class='notice'>You add [W] to [src].</span>")
playsound(src, 'sound/machines/click.ogg', 50, TRUE)
W.forceMove(src)
cell = W
add_fingerprint(user)
return
switch(stage)
if(1)
if(istype(W, /obj/item/wrench))
to_chat(usr, "<span class='notice'>You begin deconstructing [src]...</span>")
if (W.use_tool(src, user, 30, volume=50))
new /obj/item/stack/sheet/metal(drop_location(), sheets_refunded)
user.visible_message("[user.name] deconstructs [src].", \
"<span class='notice'>You deconstruct [src].</span>", "<span class='italics'>You hear a ratchet.</span>")
playsound(src.loc, 'sound/items/deconstruct.ogg', 75, 1)
qdel(src)
return
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
if(coil.use(1))
icon_state = "[fixture_type]-construct-stage2"
stage = 2
user.visible_message("[user.name] adds wires to [src].", \
"<span class='notice'>You add wires to [src].</span>")
else
to_chat(user, "<span class='warning'>You need one length of cable to wire [src]!</span>")
return
if(2)
if(istype(W, /obj/item/wrench))
to_chat(usr, "<span class='warning'>You have to remove the wires first!</span>")
return
if(istype(W, /obj/item/wirecutters))
stage = 1
icon_state = "[fixture_type]-construct-stage1"
new /obj/item/stack/cable_coil(drop_location(), 1, "red")
user.visible_message("[user.name] removes the wiring from [src].", \
"<span class='notice'>You remove the wiring from [src].</span>", "<span class='italics'>You hear clicking.</span>")
W.play_tool_sound(src, 100)
return
if(istype(W, /obj/item/screwdriver))
user.visible_message("[user.name] closes [src]'s casing.", \
"<span class='notice'>You close [src]'s casing.</span>", "<span class='italics'>You hear screwing.</span>")
W.play_tool_sound(src, 75)
switch(fixture_type)
if("tube")
newlight = new /obj/machinery/light/built(loc)
if("bulb")
newlight = new /obj/machinery/light/small/built(loc)
newlight.setDir(dir)
transfer_fingerprints_to(newlight)
if(cell)
newlight.cell = cell
cell.forceMove(newlight)
cell = null
qdel(src)
return
return ..()
/obj/structure/light_construct/blob_act(obj/structure/blob/B)
if(B && B.loc == loc)
qdel(src)
/obj/structure/light_construct/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/metal(loc, sheets_refunded)
qdel(src)
/obj/structure/light_construct/small
name = "small light fixture frame"
icon_state = "bulb-construct-stage1"
fixture_type = "bulb"
sheets_refunded = 1
// the standard tube light fixture
/obj/machinery/light
name = "light fixture"
icon = 'icons/obj/lighting.dmi'
var/overlayicon = 'icons/obj/lighting_overlay.dmi'
var/base_state = "tube" // base description and icon_state
icon_state = "tube"
desc = "A lighting fixture."
layer = WALL_OBJ_LAYER
max_integrity = 100
use_power = ACTIVE_POWER_USE
idle_power_usage = 2
active_power_usage = 20
power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
var/on = FALSE // 1 if on, 0 if off
var/on_gs = FALSE
var/static_power_used = 0
var/brightness = 8 // luminosity when on, also used in power calculation
var/bulb_power = 1 // basically the alpha of the emitted light source
var/bulb_colour = "#FFFFFF" // befault colour of the light.
var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
var/flickering = FALSE
var/light_type = /obj/item/light/tube // the type of light item
var/fitting = "tube"
var/switchcount = 0 // count of number of times switched on/off
// this is used to calc the probability the light burns out
var/rigged = FALSE // true if rigged to explode
var/obj/item/stock_parts/cell/cell
var/start_with_cell = TRUE // if true, this fixture generates a very weak cell at roundstart
var/nightshift_enabled = FALSE //Currently in night shift mode?
var/nightshift_allowed = TRUE //Set to FALSE to never let this light get switched to night mode.
var/nightshift_brightness = 8
var/nightshift_light_power = 0.45
var/nightshift_light_color = "#FFDDCC"
var/emergency_mode = FALSE // if true, the light is in emergency mode
var/no_emergency = FALSE // if true, this light cannot ever have an emergency mode
var/bulb_emergency_brightness_mul = 0.25 // multiplier for this light's base brightness in emergency power mode
var/bulb_emergency_colour = "#FF3232" // determines the colour of the light while it's in emergency mode
var/bulb_emergency_pow_mul = 0.75 // the multiplier for determining the light's power in emergency mode
var/bulb_emergency_pow_min = 0.5 // the minimum value for the light's power in emergency mode
/obj/machinery/light/broken
status = LIGHT_BROKEN
icon_state = "tube-broken"
// the smaller bulb light fixture
/obj/machinery/light/small
icon_state = "bulb"
base_state = "bulb"
fitting = "bulb"
brightness = 4
desc = "A small lighting fixture."
light_type = /obj/item/light/bulb
/obj/machinery/light/small/broken
status = LIGHT_BROKEN
icon_state = "bulb-broken"
/obj/machinery/light/Move()
if(status != LIGHT_BROKEN)
break_light_tube(1)
return ..()
/obj/machinery/light/built
icon_state = "tube-empty"
start_with_cell = FALSE
/obj/machinery/light/built/Initialize()
. = ..()
status = LIGHT_EMPTY
update(0)
/obj/machinery/light/small/built
icon_state = "bulb-empty"
/obj/machinery/light/small/built/Initialize()
. = ..()
status = LIGHT_EMPTY
update(0)
// create a new lighting fixture
/obj/machinery/light/Initialize()
. = ..()
if(start_with_cell && !no_emergency)
cell = new/obj/item/stock_parts/cell/emergency_light(src)
spawn(2)
switch(fitting)
if("tube")
brightness = 8
if(prob(2))
break_light_tube(1)
if("bulb")
brightness = 4
if(prob(5))
break_light_tube(1)
spawn(1)
update(0)
/obj/machinery/light/Destroy()
var/area/A = get_area(src)
if(A)
on = FALSE
// A.update_lights()
QDEL_NULL(cell)
return ..()
/obj/machinery/light/update_icon()
cut_overlays()
switch(status) // set icon_states
if(LIGHT_OK)
var/area/A = get_area(src)
if(emergency_mode || (A && A.fire))
icon_state = "[base_state]_emergency"
else
icon_state = "[base_state]"
if(on)
var/mutable_appearance/glowybit = mutable_appearance(overlayicon, base_state, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
glowybit.alpha = CLAMP(light_power*250, 30, 200)
add_overlay(glowybit)
if(LIGHT_EMPTY)
icon_state = "[base_state]-empty"
if(LIGHT_BURNED)
icon_state = "[base_state]-burned"
if(LIGHT_BROKEN)
icon_state = "[base_state]-broken"
return
// update the icon_state and luminosity of the light depending on its state
/obj/machinery/light/proc/update(trigger = TRUE)
switch(status)
if(LIGHT_BROKEN,LIGHT_BURNED,LIGHT_EMPTY)
on = FALSE
emergency_mode = FALSE
if(on)
var/BR = brightness
var/PO = bulb_power
var/CO = bulb_colour
var/area/A = get_area(src)
if (A && A.fire)
CO = bulb_emergency_colour
else if (nightshift_enabled)
BR = nightshift_brightness
PO = nightshift_light_power
CO = nightshift_light_color
var/matching = light && BR == light.light_range && PO == light.light_power && CO == light.light_color
if(!matching)
switchcount++
if(rigged)
if(status == LIGHT_OK && trigger)
explode()
else if( prob( min(60, (switchcount^2)*0.01) ) )
if(trigger)
burn_out()
else
use_power = ACTIVE_POWER_USE
set_light(BR, PO, CO)
else if(has_emergency_power(LIGHT_EMERGENCY_POWER_USE) && !turned_off())
use_power = IDLE_POWER_USE
emergency_mode = TRUE
START_PROCESSING(SSmachines, src)
else
use_power = IDLE_POWER_USE
set_light(0)
update_icon()
active_power_usage = (brightness * 10)
if(on != on_gs)
on_gs = on
if(on)
static_power_used = brightness * 20 //20W per unit luminosity
addStaticPower(static_power_used, STATIC_LIGHT)
else
removeStaticPower(static_power_used, STATIC_LIGHT)
/obj/machinery/light/process()
if (!cell)
return PROCESS_KILL
if(has_power())
if (cell.charge == cell.maxcharge)
return PROCESS_KILL
cell.charge = min(cell.maxcharge, cell.charge + LIGHT_EMERGENCY_POWER_USE) //Recharge emergency power automatically while not using it
if(emergency_mode && !use_emergency_power(LIGHT_EMERGENCY_POWER_USE))
update(FALSE) //Disables emergency mode and sets the color to normal
/obj/machinery/light/proc/burn_out()
if(status == LIGHT_OK)
status = LIGHT_BURNED
icon_state = "[base_state]-burned"
on = FALSE
set_light(0)
// attempt to set the light's on/off status
// will not switch on if broken/burned/empty
/obj/machinery/light/proc/seton(s)
on = (s && status == LIGHT_OK)
update()
/obj/machinery/light/get_cell()
return cell
// examine verb
/obj/machinery/light/examine(mob/user)
..()
switch(status)
if(LIGHT_OK)
to_chat(user, "It is turned [on? "on" : "off"].")
if(LIGHT_EMPTY)
to_chat(user, "The [fitting] has been removed.")
if(LIGHT_BURNED)
to_chat(user, "The [fitting] is burnt out.")
if(LIGHT_BROKEN)
to_chat(user, "The [fitting] has been smashed.")
if(cell)
to_chat(user, "Its backup power charge meter reads [round((cell.charge / cell.maxcharge) * 100, 0.1)]%.")
// attack with item - insert light (if right type), otherwise try to break the light
/obj/machinery/light/attackby(obj/item/W, mob/living/user, params)
//Light replacer code
if(istype(W, /obj/item/lightreplacer))
var/obj/item/lightreplacer/LR = W
LR.ReplaceLight(src, user)
// attempt to insert light
else if(istype(W, /obj/item/light))
if(status == LIGHT_OK)
to_chat(user, "<span class='warning'>There is a [fitting] already inserted!</span>")
else
src.add_fingerprint(user)
var/obj/item/light/L = W
if(istype(L, light_type))
if(!user.temporarilyRemoveItemFromInventory(L))
return
src.add_fingerprint(user)
if(status != LIGHT_EMPTY)
drop_light_tube(user)
to_chat(user, "<span class='notice'>You replace [L].</span>")
else
to_chat(user, "<span class='notice'>You insert [L].</span>")
status = L.status
switchcount = L.switchcount
rigged = L.rigged
brightness = L.brightness
on = has_power()
update()
qdel(L)
if(on && rigged)
explode()
else
to_chat(user, "<span class='warning'>This type of light requires a [fitting]!</span>")
// attempt to stick weapon into light socket
else if(status == LIGHT_EMPTY)
if(istype(W, /obj/item/screwdriver)) //If it's a screwdriver open it.
W.play_tool_sound(src, 75)
user.visible_message("[user.name] opens [src]'s casing.", \
"<span class='notice'>You open [src]'s casing.</span>", "<span class='italics'>You hear a noise.</span>")
deconstruct()
else
to_chat(user, "<span class='userdanger'>You stick \the [W] into the light socket!</span>")
if(has_power() && (W.flags_1 & CONDUCT_1))
do_sparks(3, TRUE, src)
if (prob(75))
electrocute_mob(user, get_area(src), src, rand(0.7,1.0), TRUE)
else
return ..()
/obj/machinery/light/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
var/obj/structure/light_construct/newlight = null
var/cur_stage = 2
if(!disassembled)
cur_stage = 1
switch(fitting)
if("tube")
newlight = new /obj/structure/light_construct(src.loc)
newlight.icon_state = "tube-construct-stage[cur_stage]"
if("bulb")
newlight = new /obj/structure/light_construct/small(src.loc)
newlight.icon_state = "bulb-construct-stage[cur_stage]"
newlight.setDir(src.dir)
newlight.stage = cur_stage
if(!disassembled)
newlight.obj_integrity = newlight.max_integrity * 0.5
if(status != LIGHT_BROKEN)
break_light_tube()
if(status != LIGHT_EMPTY)
drop_light_tube()
new /obj/item/stack/cable_coil(loc, 1, "red")
transfer_fingerprints_to(newlight)
if(cell)
newlight.cell = cell
cell.forceMove(newlight)
cell = null
qdel(src)
/obj/machinery/light/attacked_by(obj/item/I, mob/living/user)
..()
if(status == LIGHT_BROKEN || status == LIGHT_EMPTY)
if(on && (I.flags_1 & CONDUCT_1))
if(prob(12))
electrocute_mob(user, get_area(src), src, 0.3, TRUE)
/obj/machinery/light/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
. = ..()
if(. && !QDELETED(src))
if(prob(damage_amount * 5))
break_light_tube()
/obj/machinery/light/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
switch(status)
if(LIGHT_EMPTY)
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
if(LIGHT_BROKEN)
playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 90, 1)
else
playsound(loc, 'sound/effects/glasshit.ogg', 90, 1)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
// returns if the light has power /but/ is manually turned off
// if a light is turned off, it won't activate emergency power
/obj/machinery/light/proc/turned_off()
var/area/A = get_area(src)
return !A.lightswitch && A.power_light || flickering
// returns whether this light has power
// true if area has power and lightswitch is on
/obj/machinery/light/proc/has_power()
var/area/A = get_area(src)
return A.lightswitch && A.power_light
// returns whether this light has emergency power
// can also return if it has access to a certain amount of that power
/obj/machinery/light/proc/has_emergency_power(pwr)
if(no_emergency || !cell)
return FALSE
if(pwr ? cell.charge >= pwr : cell.charge)
return status == LIGHT_OK
// attempts to use power from the installed emergency cell, returns true if it does and false if it doesn't
/obj/machinery/light/proc/use_emergency_power(pwr = LIGHT_EMERGENCY_POWER_USE)
if(!has_emergency_power(pwr))
return FALSE
if(cell.charge > 300) //it's meant to handle 120 W, ya doofus
visible_message("<span class='warning'>[src] short-circuits from too powerful of a power cell!</span>")
burn_out()
return FALSE
cell.use(pwr)
set_light(brightness * bulb_emergency_brightness_mul, max(bulb_emergency_pow_min, bulb_emergency_pow_mul * (cell.charge / cell.maxcharge)), bulb_emergency_colour)
return TRUE
/obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
set waitfor = 0
if(flickering)
return
flickering = 1
if(on && status == LIGHT_OK)
for(var/i = 0; i < amount; i++)
if(status != LIGHT_OK)
break
on = !on
update(0)
sleep(rand(5, 15))
on = (status == LIGHT_OK)
update(0)
flickering = 0
// ai attack - make lights flicker, because why not
/obj/machinery/light/attack_ai(mob/user)
no_emergency = !no_emergency
to_chat(user, "<span class='notice'>Emergency lights for this fixture have been [no_emergency ? "disabled" : "enabled"].</span>")
update(FALSE)
return
// attack with hand - remove tube/bulb
// if hands aren't protected and the light is on, burn the player
/obj/machinery/light/attack_hand(mob/living/carbon/human/user)
. = ..()
if(.)
return
user.changeNext_move(CLICK_CD_MELEE)
add_fingerprint(user)
if(status == LIGHT_EMPTY)
to_chat(user, "There is no [fitting] in this light.")
return
// make it burn hands if not wearing fire-insulated gloves
if(on)
var/prot = 0
var/mob/living/carbon/human/H = user
if(istype(H))
if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(G.max_heat_protection_temperature)
prot = (G.max_heat_protection_temperature > 360)
else
prot = 1
if(prot > 0 || HAS_TRAIT(user, TRAIT_RESISTHEAT) || HAS_TRAIT(user, TRAIT_RESISTHEATHANDS))
to_chat(user, "<span class='notice'>You remove the light [fitting].</span>")
else if(istype(user) && user.dna.check_mutation(TK))
to_chat(user, "<span class='notice'>You telekinetically remove the light [fitting].</span>")
else
to_chat(user, "<span class='warning'>You try to remove the light [fitting], but you burn your hand on it!</span>")
var/obj/item/bodypart/affecting = H.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage
H.update_damage_overlays()
return // if burned, don't remove the light
else
to_chat(user, "<span class='notice'>You remove the light [fitting].</span>")
// create a light tube/bulb item and put it in the user's hand
drop_light_tube(user)
/obj/machinery/light/proc/drop_light_tube(mob/user)
var/obj/item/light/L = new light_type()
L.status = status
L.rigged = rigged
L.brightness = brightness
// light item inherits the switchcount, then zero it
L.switchcount = switchcount
switchcount = 0
L.update()
L.forceMove(loc)
if(user) //puts it in our active hand
L.add_fingerprint(user)
user.put_in_active_hand(L)
status = LIGHT_EMPTY
update()
return L
/obj/machinery/light/attack_tk(mob/user)
if(status == LIGHT_EMPTY)
to_chat(user, "There is no [fitting] in this light.")
return
to_chat(user, "<span class='notice'>You telekinetically remove the light [fitting].</span>")
// create a light tube/bulb item and put it in the user's hand
var/obj/item/light/L = drop_light_tube()
L.attack_tk(user)
// break the light and make sparks if was on
/obj/machinery/light/proc/break_light_tube(skip_sound_and_sparks = 0)
if(status == LIGHT_EMPTY || status == LIGHT_BROKEN)
return
if(!skip_sound_and_sparks)
if(status == LIGHT_OK || status == LIGHT_BURNED)
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
if(on)
do_sparks(3, TRUE, src)
status = LIGHT_BROKEN
update()
/obj/machinery/light/proc/fix()
if(status == LIGHT_OK)
return
status = LIGHT_OK
brightness = initial(brightness)
on = TRUE
update()
/obj/machinery/light/tesla_act(power, tesla_flags)
if(tesla_flags & TESLA_MACHINE_EXPLOSIVE)
explosion(src,0,0,0,flame_range = 5, adminlog = 0)
qdel(src)
else
return ..()
// called when area power state changes
/obj/machinery/light/power_change()
var/area/A = get_area(src)
seton(A.lightswitch && A.power_light)
// called when on fire
/obj/machinery/light/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(prob(max(0, exposed_temperature - 673))) //0% at <400C, 100% at >500C
break_light_tube()
// explode the light
/obj/machinery/light/proc/explode()
set waitfor = 0
var/turf/T = get_turf(src.loc)
break_light_tube() // break it first to give a warning
sleep(2)
explosion(T, 0, 0, 2, 2)
sleep(1)
qdel(src)
// the light item
// can be tube or bulb subtypes
// will fit into empty /obj/machinery/light of the corresponding type
/obj/item/light
icon = 'icons/obj/lighting.dmi'
force = 2
throwforce = 5
w_class = WEIGHT_CLASS_TINY
var/status = LIGHT_OK // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
var/base_state
var/switchcount = 0 // number of times switched
materials = list(MAT_GLASS=100)
grind_results = list("silicon" = 5, "nitrogen" = 10) //Nitrogen is used as a cheaper alternative to argon in incandescent lighbulbs
var/rigged = 0 // true if rigged to explode
var/brightness = 2 //how much light it gives off
/obj/item/light/suicide_act(mob/living/carbon/user)
if (status == LIGHT_BROKEN)
user.visible_message("<span class='suicide'>[user] begins to stab [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
else
user.visible_message("<span class='suicide'>[user] begins to eat \the [src]! It looks like [user.p_theyre()] not very bright!</span>")
shatter()
return BRUTELOSS
/obj/item/light/tube
name = "light tube"
desc = "A replacement light tube."
icon_state = "ltube"
base_state = "ltube"
item_state = "c_tube"
brightness = 8
/obj/item/light/tube/broken
status = LIGHT_BROKEN
/obj/item/light/bulb
name = "light bulb"
desc = "A replacement light bulb."
icon_state = "lbulb"
base_state = "lbulb"
item_state = "contvapour"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
brightness = 4
/obj/item/light/bulb/broken
status = LIGHT_BROKEN
/obj/item/light/throw_impact(atom/hit_atom)
if(!..()) //not caught by a mob
shatter()
// update the icon state and description of the light
/obj/item/light/proc/update()
switch(status)
if(LIGHT_OK)
icon_state = base_state
desc = "A replacement [name]."
if(LIGHT_BURNED)
icon_state = "[base_state]-burned"
desc = "A burnt-out [name]."
if(LIGHT_BROKEN)
icon_state = "[base_state]-broken"
desc = "A broken [name]."
/obj/item/light/Initialize()
. = ..()
update()
// attack bulb/tube with object
// if a syringe, can inject plasma to make it explode
/obj/item/light/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/reagent_containers/syringe))
var/obj/item/reagent_containers/syringe/S = I
to_chat(user, "<span class='notice'>You inject the solution into \the [src].</span>")
if(S.reagents.has_reagent("plasma", 5))
rigged = 1
S.reagents.clear_reagents()
else
..()
return
/obj/item/light/attack(mob/living/M, mob/living/user, def_zone)
..()
shatter()
/obj/item/light/attack_obj(obj/O, mob/living/user)
..()
shatter()
/obj/item/light/proc/shatter()
if(status == LIGHT_OK || status == LIGHT_BURNED)
visible_message("<span class='danger'>[src] shatters.</span>","<span class='italics'>You hear a small glass object shatter.</span>")
status = LIGHT_BROKEN
force = 5
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
update()
/obj/machinery/light/floor
name = "floor light"
icon = 'icons/obj/lighting.dmi'
base_state = "floor" // base description and icon_state
icon_state = "floor"
brightness = 4
layer = 2.5
light_type = /obj/item/light/bulb
fitting = "bulb"
+121
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@@ -0,0 +1,121 @@
//modular computer program version is located in code\modules\modular_computers\file_system\programs\powermonitor.dm, /datum/computer_file/program/power_monitor
/obj/machinery/computer/monitor
name = "power monitoring console"
desc = "It monitors power levels across the station."
icon_screen = "power"
icon_keyboard = "power_key"
light_color = LIGHT_COLOR_YELLOW
use_power = ACTIVE_POWER_USE
idle_power_usage = 20
active_power_usage = 100
circuit = /obj/item/circuitboard/computer/powermonitor
var/obj/structure/cable/attached_wire
var/obj/machinery/power/apc/local_apc
var/list/history = list()
var/record_size = 60
var/record_interval = 50
var/next_record = 0
var/is_secret_monitor = FALSE
/obj/machinery/computer/monitor/secret //Hides the power monitor (such as ones on ruins & CentCom) from PDA's to prevent metagaming.
name = "outdated power monitoring console"
desc = "It monitors power levels across the local powernet."
circuit = /obj/item/circuitboard/computer/powermonitor/secret
is_secret_monitor = TRUE
/obj/machinery/computer/monitor/secret/examine(mob/user)
..()
to_chat(user, "<span class='notice'>It's operating system seems quite outdated... It doesn't seem like it'd be compatible with the latest remote NTOS monitoring systems.</span>")
/obj/machinery/computer/monitor/Initialize()
. = ..()
search()
history["supply"] = list()
history["demand"] = list()
/obj/machinery/computer/monitor/process()
if(!get_powernet())
use_power = IDLE_POWER_USE
search()
else
use_power = ACTIVE_POWER_USE
record()
/obj/machinery/computer/monitor/proc/search() //keep in sync with /datum/computer_file/program/power_monitor's version
var/turf/T = get_turf(src)
attached_wire = locate(/obj/structure/cable) in T
if(attached_wire)
return
var/area/A = get_area(src) //if the computer isn't directly connected to a wire, attempt to find the APC powering it to pull it's powernet instead
if(!A)
return
local_apc = A.get_apc()
if(!local_apc)
return
if(!local_apc.terminal) //this really shouldn't happen without badminnery.
local_apc = null
/obj/machinery/computer/monitor/proc/get_powernet() //keep in sync with /datum/computer_file/program/power_monitor's version
if(attached_wire || (local_apc && local_apc.terminal))
return attached_wire ? attached_wire.powernet : local_apc.terminal.powernet
return FALSE
/obj/machinery/computer/monitor/proc/record() //keep in sync with /datum/computer_file/program/power_monitor's version
if(world.time >= next_record)
next_record = world.time + record_interval
var/datum/powernet/connected_powernet = get_powernet()
var/list/supply = history["supply"]
if(connected_powernet)
supply += connected_powernet.viewavail
if(supply.len > record_size)
supply.Cut(1, 2)
var/list/demand = history["demand"]
if(connected_powernet)
demand += connected_powernet.viewload
if(demand.len > record_size)
demand.Cut(1, 2)
/obj/machinery/computer/monitor/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "power_monitor", name, 1200, 1000, master_ui, state)
ui.open()
/obj/machinery/computer/monitor/ui_data()
var/datum/powernet/connected_powernet = get_powernet()
var/list/data = list()
data["stored"] = record_size
data["interval"] = record_interval / 10
data["attached"] = connected_powernet ? TRUE : FALSE
data["history"] = history
data["areas"] = list()
if(connected_powernet)
data["supply"] = DisplayPower(connected_powernet.viewavail)
data["demand"] = DisplayPower(connected_powernet.viewload)
for(var/obj/machinery/power/terminal/term in connected_powernet.nodes)
var/obj/machinery/power/apc/A = term.master
if(istype(A))
var/cell_charge
if(!A.cell)
cell_charge = 0
else
cell_charge = A.cell.percent()
data["areas"] += list(list(
"name" = A.area.name,
"charge" = cell_charge,
"load" = DisplayPower(A.lastused_total),
"charging" = A.charging,
"eqp" = A.equipment,
"lgt" = A.lighting,
"env" = A.environ
))
return data
+285
View File
@@ -0,0 +1,285 @@
//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 = 'icons/obj/power.dmi'
icon_state = "portgen0_0"
density = TRUE
anchored = FALSE
use_power = NO_POWER_USE
var/active = 0
var/power_gen = 5000
var/recent_fault = 0
var/power_output = 1
var/consumption = 0
var/base_icon = "portgen0"
var/datum/looping_sound/generator/soundloop
interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT | INTERACT_ATOM_REQUIRES_ANCHORED
/obj/machinery/power/port_gen/Initialize()
. = ..()
soundloop = new(list(src), active)
/obj/machinery/power/port_gen/Destroy()
QDEL_NULL(soundloop)
return ..()
/obj/machinery/power/port_gen/proc/HasFuel() //Placeholder for fuel check.
return 1
/obj/machinery/power/port_gen/proc/UseFuel() //Placeholder for fuel use.
return
/obj/machinery/power/port_gen/proc/DropFuel()
return
/obj/machinery/power/port_gen/proc/handleInactive()
return
/obj/machinery/power/port_gen/update_icon()
icon_state = "[base_icon]_[active]"
/obj/machinery/power/port_gen/process()
if(active && HasFuel() && !crit_fail && anchored && powernet)
add_avail(power_gen * power_output)
UseFuel()
src.updateDialog()
soundloop.start()
else
active = 0
handleInactive()
update_icon()
soundloop.stop()
/obj/machinery/power/port_gen/examine(mob/user)
..()
to_chat(user, "It is[!active?"n't":""] running.")
/obj/machinery/power/port_gen/pacman
name = "\improper P.A.C.M.A.N.-type portable generator"
circuit = /obj/item/circuitboard/machine/pacman
var/sheets = 0
var/max_sheets = 100
var/sheet_name = ""
var/sheet_path = /obj/item/stack/sheet/mineral/plasma
var/sheet_left = 0 // How much is left of the sheet
var/time_per_sheet = 260
var/current_heat = 0
/obj/machinery/power/port_gen/pacman/Initialize()
. = ..()
if(anchored)
connect_to_network()
/obj/machinery/power/port_gen/pacman/Initialize()
. = ..()
var/obj/sheet = new sheet_path(null)
sheet_name = sheet.name
/obj/machinery/power/port_gen/pacman/Destroy()
DropFuel()
return ..()
/obj/machinery/power/port_gen/pacman/RefreshParts()
var/temp_rating = 0
var/consumption_coeff = 0
for(var/obj/item/stock_parts/SP in component_parts)
if(istype(SP, /obj/item/stock_parts/matter_bin))
max_sheets = SP.rating * SP.rating * 50
else if(istype(SP, /obj/item/stock_parts/capacitor))
temp_rating += SP.rating
else
consumption_coeff += SP.rating
power_gen = round(initial(power_gen) * temp_rating * 2)
consumption = consumption_coeff
/obj/machinery/power/port_gen/pacman/examine(mob/user)
..()
to_chat(user, "<span class='notice'>The generator has [sheets] units of [sheet_name] fuel left, producing [power_gen] per cycle.</span>")
if(crit_fail)
to_chat(user, "<span class='danger'>The generator seems to have broken down.</span>")
/obj/machinery/power/port_gen/pacman/HasFuel()
if(sheets >= 1 / (time_per_sheet / power_output) - sheet_left)
return 1
return 0
/obj/machinery/power/port_gen/pacman/DropFuel()
if(sheets)
new sheet_path(drop_location(), sheets)
sheets = 0
/obj/machinery/power/port_gen/pacman/UseFuel()
var/needed_sheets = 1 / (time_per_sheet * consumption / power_output)
var/temp = min(needed_sheets, sheet_left)
needed_sheets -= temp
sheet_left -= temp
sheets -= round(needed_sheets)
needed_sheets -= round(needed_sheets)
if (sheet_left <= 0 && sheets > 0)
sheet_left = 1 - needed_sheets
sheets--
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 - consumption * (4 - consumption)
if (current_heat < lower_limit)
current_heat += 4 - consumption
else
current_heat += rand(-7 + bias, 7 + bias)
if (current_heat < lower_limit)
current_heat = lower_limit
if (current_heat > upper_limit)
current_heat = upper_limit
if (current_heat > 300)
overheat()
qdel(src)
return
/obj/machinery/power/port_gen/pacman/handleInactive()
if (current_heat > 0)
current_heat = max(current_heat - 2, 0)
src.updateDialog()
/obj/machinery/power/port_gen/pacman/proc/overheat()
explosion(src.loc, 2, 5, 2, -1)
/obj/machinery/power/port_gen/pacman/attackby(obj/item/O, mob/user, params)
if(istype(O, sheet_path))
var/obj/item/stack/addstack = O
var/amount = min((max_sheets - sheets), addstack.amount)
if(amount < 1)
to_chat(user, "<span class='notice'>The [src.name] is full!</span>")
return
to_chat(user, "<span class='notice'>You add [amount] sheets to the [src.name].</span>")
sheets += amount
addstack.use(amount)
updateUsrDialog()
return
else if(!active)
if(istype(O, /obj/item/wrench))
if(!anchored && !isinspace())
connect_to_network()
to_chat(user, "<span class='notice'>You secure the generator to the floor.</span>")
anchored = TRUE
else if(anchored)
disconnect_from_network()
to_chat(user, "<span class='notice'>You unsecure the generator from the floor.</span>")
anchored = FALSE
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
return
else if(istype(O, /obj/item/screwdriver))
panel_open = !panel_open
O.play_tool_sound(src)
if(panel_open)
to_chat(user, "<span class='notice'>You open the access panel.</span>")
else
to_chat(user, "<span class='notice'>You close the access panel.</span>")
return
else if(default_deconstruction_crowbar(O))
return
return ..()
/obj/machinery/power/port_gen/pacman/emag_act(mob/user)
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
emp_act(EMP_HEAVY)
/obj/machinery/power/port_gen/pacman/attack_ai(mob/user)
interact(user)
/obj/machinery/power/port_gen/pacman/attack_paw(mob/user)
interact(user)
/obj/machinery/power/port_gen/pacman/ui_interact(mob/user)
. = ..()
if (get_dist(src, user) > 1 )
if(!isAI(user))
user.unset_machine()
user << browse(null, "window=port_gen")
return
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("[capitalize(sheet_name)]: [sheets] - <A href='?src=[REF(src)];action=eject'>Eject</A><br>")
var/stack_percent = round(sheet_left * 100, 1)
dat += text("Current stack: [stack_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("Power current: [(powernet == null ? "Unconnected" : "[DisplayPower(avail())]")]<br>")
dat += text("Heat: [current_heat]<br>")
dat += "<br><A href='?src=[REF(src)];action=close'>Close</A>"
user << browse(dat, "window=port_gen")
onclose(user, "port_gen")
/obj/machinery/power/port_gen/pacman/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
src.updateUsrDialog()
update_icon()
if(href_list["action"] == "disable")
if (active)
active = 0
src.updateUsrDialog()
update_icon()
if(href_list["action"] == "eject")
if(!active)
DropFuel()
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 || (obj_flags & EMAGGED))
power_output++
src.updateUsrDialog()
if (href_list["action"] == "close")
usr << browse(null, "window=port_gen")
usr.unset_machine()
/obj/machinery/power/port_gen/pacman/super
name = "\improper S.U.P.E.R.P.A.C.M.A.N.-type portable generator"
icon_state = "portgen1_0"
base_icon = "portgen1"
circuit = /obj/item/circuitboard/machine/pacman/super
sheet_path = /obj/item/stack/sheet/mineral/uranium
power_gen = 15000
time_per_sheet = 85
/obj/machinery/power/port_gen/pacman/super/overheat()
explosion(src.loc, 3, 3, 3, -1)
/obj/machinery/power/port_gen/pacman/mrs
name = "\improper M.R.S.P.A.C.M.A.N.-type portable generator"
base_icon = "portgen2"
icon_state = "portgen2_0"
circuit = /obj/item/circuitboard/machine/pacman/mrs
sheet_path = /obj/item/stack/sheet/mineral/diamond
power_gen = 40000
time_per_sheet = 80
/obj/machinery/power/port_gen/pacman/mrs/overheat()
explosion(src.loc, 4, 4, 4, -1)
+387
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@@ -0,0 +1,387 @@
//////////////////////////////
// POWER MACHINERY BASE CLASS
//////////////////////////////
/////////////////////////////
// Definitions
/////////////////////////////
/obj/machinery/power
name = null
icon = 'icons/obj/power.dmi'
anchored = TRUE
obj_flags = CAN_BE_HIT | ON_BLUEPRINTS
var/datum/powernet/powernet = null
use_power = NO_POWER_USE
idle_power_usage = 0
active_power_usage = 0
/obj/machinery/power/Destroy()
disconnect_from_network()
return ..()
///////////////////////////////
// General procedures
//////////////////////////////
// common helper procs for all power machines
// All power generation handled in add_avail()
// Machines should use add_load(), surplus(), avail()
// Non-machines should use add_delayedload(), delayed_surplus(), newavail()
/obj/machinery/power/proc/add_avail(amount)
if(powernet)
powernet.newavail += amount
return TRUE
else
return FALSE
/obj/machinery/power/proc/add_load(amount)
if(powernet)
powernet.load += amount
/obj/machinery/power/proc/surplus()
if(powernet)
return CLAMP(powernet.avail-powernet.load, 0, powernet.avail)
else
return 0
/obj/machinery/power/proc/avail()
if(powernet)
return powernet.avail
else
return 0
/obj/machinery/power/proc/add_delayedload(amount)
if(powernet)
powernet.delayedload += amount
/obj/machinery/power/proc/delayed_surplus()
if(powernet)
return CLAMP(powernet.newavail - powernet.delayedload, 0, powernet.newavail)
else
return 0
/obj/machinery/power/proc/newavail()
if(powernet)
return powernet.newavail
else
return 0
/obj/machinery/power/proc/disconnect_terminal() // machines without a terminal will just return, no harm no fowl.
return
// returns true if the area has power on given channel (or doesn't require power).
// defaults to power_channel
/obj/machinery/proc/powered(var/chan = -1) // defaults to power_channel
if(!loc)
return FALSE
if(!use_power)
return TRUE
var/area/A = get_area(src) // make sure it's in an area
if(!A)
return FALSE // if not, then not powered
if(chan == -1)
chan = power_channel
return A.powered(chan) // return power status of the area
// increment the power usage stats for an area
/obj/machinery/proc/use_power(amount, chan = -1) // defaults to power_channel
var/area/A = get_area(src) // make sure it's in an area
if(!A)
return
if(chan == -1)
chan = power_channel
A.use_power(amount, chan)
/obj/machinery/proc/addStaticPower(value, powerchannel)
var/area/A = get_area(src)
if(!A)
return
A.addStaticPower(value, powerchannel)
/obj/machinery/proc/removeStaticPower(value, powerchannel)
addStaticPower(-value, powerchannel)
/obj/machinery/proc/power_change() // called whenever the power settings of the containing area change
// by default, check equipment channel & set flag
// can override if needed
if(powered(power_channel))
stat &= ~NOPOWER
else
stat |= NOPOWER
return
// connect the machine to a powernet if a node cable is present on the turf
/obj/machinery/power/proc/connect_to_network()
var/turf/T = src.loc
if(!T || !istype(T))
return FALSE
var/obj/structure/cable/C = T.get_cable_node() //check if we have a node cable on the machine turf, the first found is picked
if(!C || !C.powernet)
return FALSE
C.powernet.add_machine(src)
return TRUE
// remove and disconnect the machine from its current powernet
/obj/machinery/power/proc/disconnect_from_network()
if(!powernet)
return FALSE
powernet.remove_machine(src)
return TRUE
// attach a wire to a power machine - leads from the turf you are standing on
//almost never called, overwritten by all power machines but terminal and generator
/obj/machinery/power/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
var/turf/T = user.loc
if(T.intact || !isfloorturf(T))
return
if(get_dist(src, user) > 1)
return
coil.place_turf(T, user)
else
return ..()
///////////////////////////////////////////
// Powernet handling helpers
//////////////////////////////////////////
//returns all the cables WITHOUT a powernet in neighbors turfs,
//pointing towards the turf the machine is located at
/obj/machinery/power/proc/get_connections()
. = list()
var/cdir
var/turf/T
for(var/card in GLOB.cardinals)
T = get_step(loc,card)
cdir = get_dir(T,loc)
for(var/obj/structure/cable/C in T)
if(C.powernet)
continue
if(C.d1 == cdir || C.d2 == cdir)
. += C
return .
//returns all the cables in neighbors turfs,
//pointing towards the turf the machine is located at
/obj/machinery/power/proc/get_marked_connections()
. = list()
var/cdir
var/turf/T
for(var/card in GLOB.cardinals)
T = get_step(loc,card)
cdir = get_dir(T,loc)
for(var/obj/structure/cable/C in T)
if(C.d1 == cdir || C.d2 == cdir)
. += C
return .
//returns all the NODES (O-X) cables WITHOUT a powernet in the turf the machine is located at
/obj/machinery/power/proc/get_indirect_connections()
. = list()
for(var/obj/structure/cable/C in loc)
if(C.powernet)
continue
if(C.d1 == 0) // the cable is a node cable
. += C
return .
///////////////////////////////////////////
// GLOBAL PROCS for powernets handling
//////////////////////////////////////////
// returns a list of all power-related objects (nodes, cable, junctions) in turf,
// excluding source, that match the direction d
// if unmarked==1, only return those with no powernet
/proc/power_list(turf/T, source, d, unmarked=0, cable_only = 0)
. = list()
for(var/AM in T)
if(AM == source)
continue //we don't want to return source
if(!cable_only && istype(AM, /obj/machinery/power))
var/obj/machinery/power/P = AM
if(P.powernet == 0)
continue // exclude APCs which have powernet=0
if(!unmarked || !P.powernet) //if unmarked=1 we only return things with no powernet
if(d == 0)
. += P
else if(istype(AM, /obj/structure/cable))
var/obj/structure/cable/C = AM
if(!unmarked || !C.powernet)
if(C.d1 == d || C.d2 == d)
. += C
return .
//remove the old powernet and replace it with a new one throughout the network.
/proc/propagate_network(obj/O, datum/powernet/PN)
var/list/worklist = list()
var/list/found_machines = list()
var/index = 1
var/obj/P = null
worklist+=O //start propagating from the passed object
while(index<=worklist.len) //until we've exhausted all power objects
P = worklist[index] //get the next power object found
index++
if( istype(P, /obj/structure/cable))
var/obj/structure/cable/C = P
if(C.powernet != PN) //add it to the powernet, if it isn't already there
PN.add_cable(C)
worklist |= C.get_connections() //get adjacents power objects, with or without a powernet
else if(P.anchored && istype(P, /obj/machinery/power))
var/obj/machinery/power/M = P
found_machines |= M //we wait until the powernet is fully propagates to connect the machines
else
continue
//now that the powernet is set, connect found machines to it
for(var/obj/machinery/power/PM in found_machines)
if(!PM.connect_to_network()) //couldn't find a node on its turf...
PM.disconnect_from_network() //... so disconnect if already on a powernet
//Merge two powernets, the bigger (in cable length term) absorbing the other
/proc/merge_powernets(datum/powernet/net1, datum/powernet/net2)
if(!net1 || !net2) //if one of the powernet doesn't exist, return
return
if(net1 == net2) //don't merge same powernets
return
//We assume net1 is larger. If net2 is in fact larger we are just going to make them switch places to reduce on code.
if(net1.cables.len < net2.cables.len) //net2 is larger than net1. Let's switch them around
var/temp = net1
net1 = net2
net2 = temp
//merge net2 into net1
for(var/obj/structure/cable/Cable in net2.cables) //merge cables
net1.add_cable(Cable)
for(var/obj/machinery/power/Node in net2.nodes) //merge power machines
if(!Node.connect_to_network())
Node.disconnect_from_network() //if somehow we can't connect the machine to the new powernet, disconnect it from the old nonetheless
return net1
//Determines how strong could be shock, deals damage to mob, uses power.
//M is a mob who touched wire/whatever
//power_source is a source of electricity, can be powercell, area, apc, cable, powernet or null
//source is an object caused electrocuting (airlock, grille, etc)
//siemens_coeff - layman's terms, conductivity
//dist_check - set to only shock mobs within 1 of source (vendors, airlocks, etc.)
//No animations will be performed by this proc.
/proc/electrocute_mob(mob/living/carbon/M, power_source, obj/source, siemens_coeff = 1, dist_check = FALSE)
if(!M || ismecha(M.loc))
return 0 //feckin mechs are dumb
if(dist_check)
if(!in_range(source,M))
return 0
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(G.siemens_coefficient == 0)
return 0 //to avoid spamming with insulated glvoes on
var/area/source_area
if(istype(power_source, /area))
source_area = power_source
power_source = source_area.get_apc()
if(istype(power_source, /obj/structure/cable))
var/obj/structure/cable/Cable = power_source
power_source = Cable.powernet
var/datum/powernet/PN
var/obj/item/stock_parts/cell/cell
if(istype(power_source, /datum/powernet))
PN = power_source
else if(istype(power_source, /obj/item/stock_parts/cell))
cell = power_source
else if(istype(power_source, /obj/machinery/power/apc))
var/obj/machinery/power/apc/apc = power_source
cell = apc.cell
if (apc.terminal)
PN = apc.terminal.powernet
else if (!power_source)
return 0
else
log_admin("ERROR: /proc/electrocute_mob([M], [power_source], [source]): wrong power_source")
return 0
if (!cell && !PN)
return 0
var/PN_damage = 0
var/cell_damage = 0
if (PN)
PN_damage = PN.get_electrocute_damage()
if (cell)
cell_damage = cell.get_electrocute_damage()
var/shock_damage = 0
if (PN_damage>=cell_damage)
power_source = PN
shock_damage = PN_damage
else
power_source = cell
shock_damage = cell_damage
var/drained_hp = M.electrocute_act(shock_damage, source, siemens_coeff) //zzzzzzap!
log_combat(source, M, "electrocuted")
var/drained_energy = drained_hp*20
if (source_area)
source_area.use_power(drained_energy/GLOB.CELLRATE)
else if (istype(power_source, /datum/powernet))
var/drained_power = drained_energy/GLOB.CELLRATE //convert from "joules" to "watts"
PN.delayedload += (min(drained_power, max(PN.newavail - PN.delayedload, 0)))
else if (istype(power_source, /obj/item/stock_parts/cell))
cell.use(drained_energy)
return drained_energy
////////////////////////////////////////////////
// Misc.
///////////////////////////////////////////////
// return a knot cable (O-X) if one is present in the turf
// null if there's none
/turf/proc/get_cable_node()
if(!can_have_cabling())
return null
for(var/obj/structure/cable/C in src)
if(C.d1 == 0)
return C
return null
/area/proc/get_apc()
for(var/obj/machinery/power/apc/APC in GLOB.apcs_list)
if(APC.area == src)
return APC
+101
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@@ -0,0 +1,101 @@
////////////////////////////////////////////
// POWERNET DATUM
// each contiguous network of cables & nodes
/////////////////////////////////////
/datum/powernet
var/number // unique id
var/list/cables = list() // all cables & junctions
var/list/nodes = list() // all connected machines
var/load = 0 // the current load on the powernet, increased by each machine at processing
var/newavail = 0 // what available power was gathered last tick, then becomes...
var/avail = 0 //...the current available power in the powernet
var/viewavail = 0 // the available power as it appears on the power console (gradually updated)
var/viewload = 0 // the load as it appears on the power console (gradually updated)
var/netexcess = 0 // excess power on the powernet (typically avail-load)///////
var/delayedload = 0 // load applied to powernet between power ticks.
/datum/powernet/New()
SSmachines.powernets += src
/datum/powernet/Destroy()
//Go away references, you suck!
for(var/obj/structure/cable/C in cables)
cables -= C
C.powernet = null
for(var/obj/machinery/power/M in nodes)
nodes -= M
M.powernet = null
SSmachines.powernets -= src
return ..()
/datum/powernet/proc/is_empty()
return !cables.len && !nodes.len
//remove a cable from the current powernet
//if the powernet is then empty, delete it
//Warning : this proc DON'T check if the cable exists
/datum/powernet/proc/remove_cable(obj/structure/cable/C)
cables -= C
C.powernet = null
if(is_empty())//the powernet is now empty...
qdel(src)///... delete it
//add a cable to the current powernet
//Warning : this proc DON'T check if the cable exists
/datum/powernet/proc/add_cable(obj/structure/cable/C)
if(C.powernet)// if C already has a powernet...
if(C.powernet == src)
return
else
C.powernet.remove_cable(C) //..remove it
C.powernet = src
cables +=C
//remove a power machine from the current powernet
//if the powernet is then empty, delete it
//Warning : this proc DON'T check if the machine exists
/datum/powernet/proc/remove_machine(obj/machinery/power/M)
nodes -=M
M.powernet = null
if(is_empty())//the powernet is now empty...
qdel(src)///... delete it
//add a power machine to the current powernet
//Warning : this proc DON'T check if the machine exists
/datum/powernet/proc/add_machine(obj/machinery/power/M)
if(M.powernet)// if M already has a powernet...
if(M.powernet == src)
return
else
M.disconnect_from_network()//..remove it
M.powernet = src
nodes[M] = M
//handles the power changes in the powernet
//called every ticks by the powernet controller
/datum/powernet/proc/reset()
//see if there's a surplus of power remaining in the powernet and stores unused power in the SMES
netexcess = avail - load
if(netexcess > 100 && nodes && nodes.len) // if there was excess power last cycle
for(var/obj/machinery/power/smes/S in nodes) // find the SMESes in the network
S.restore() // and restore some of the power that was used
// update power consoles
viewavail = round(0.8 * viewavail + 0.2 * avail)
viewload = round(0.8 * viewload + 0.2 * load)
// reset the powernet
load = delayedload
delayedload = 0
avail = newavail
newavail = 0
/datum/powernet/proc/get_electrocute_damage()
if(avail >= 1000)
return CLAMP(round(avail/10000), 10, 90) + rand(-5,5)
else
return 0
+97
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@@ -0,0 +1,97 @@
// Radioisotope Thermoelectric Generator (RTG)
// Simple power generator that would replace "magic SMES" on various derelicts.
/obj/machinery/power/rtg
name = "radioisotope thermoelectric generator"
desc = "A simple nuclear power generator, used in small outposts to reliably provide power for decades."
icon = 'icons/obj/power.dmi'
icon_state = "rtg"
density = TRUE
use_power = NO_POWER_USE
circuit = /obj/item/circuitboard/machine/rtg
// You can buckle someone to RTG, then open its panel. Fun stuff.
can_buckle = TRUE
buckle_lying = FALSE
buckle_requires_restraints = TRUE
var/power_gen = 1000 // Enough to power a single APC. 4000 output with T4 capacitor.
var/irradiate = TRUE // RTGs irradiate surroundings, but only when panel is open.
/obj/machinery/power/rtg/Initialize()
. = ..()
connect_to_network()
/obj/machinery/power/rtg/process()
..()
add_avail(power_gen)
if(panel_open && irradiate)
radiation_pulse(src, 60)
/obj/machinery/power/rtg/RefreshParts()
var/part_level = 0
for(var/obj/item/stock_parts/SP in component_parts)
part_level += SP.rating
power_gen = initial(power_gen) * part_level
/obj/machinery/power/rtg/attackby(obj/item/I, mob/user, params)
if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-open", initial(icon_state), I))
return
else if(default_deconstruction_crowbar(I))
return
return ..()
/obj/machinery/power/rtg/advanced
desc = "An advanced RTG capable of moderating isotope decay, increasing power output but reducing lifetime. It uses plasma-fueled radiation collectors to increase output even further."
power_gen = 1250 // 2500 on T1, 10000 on T4.
circuit = /obj/item/circuitboard/machine/rtg/advanced
// Void Core, power source for Abductor ships and bases.
// Provides a lot of power, but tends to explode when mistreated.
/obj/machinery/power/rtg/abductor
name = "Void Core"
icon = 'icons/obj/abductor.dmi'
icon_state = "core"
desc = "An alien power source that produces energy seemingly out of nowhere."
circuit = /obj/item/circuitboard/machine/abductor/core
power_gen = 20000 // 280 000 at T1, 400 000 at T4. Starts at T4.
irradiate = FALSE // Green energy!
can_buckle = FALSE
pixel_y = 7
var/going_kaboom = FALSE // Is it about to explode?
/obj/machinery/power/rtg/abductor/proc/overload()
if(going_kaboom)
return
going_kaboom = TRUE
visible_message("<span class='danger'>\The [src] lets out an shower of sparks as it starts to lose stability!</span>",\
"<span class='italics'>You hear a loud electrical crack!</span>")
playsound(src.loc, 'sound/magic/lightningshock.ogg', 100, 1, extrarange = 5)
tesla_zap(src, 5, power_gen * 0.05)
addtimer(CALLBACK(GLOBAL_PROC, .proc/explosion, get_turf(src), 2, 3, 4, 8), 100) // Not a normal explosion.
/obj/machinery/power/rtg/abductor/bullet_act(obj/item/projectile/Proj)
..()
if(!going_kaboom && istype(Proj) && !Proj.nodamage && ((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE)))
message_admins("[ADMIN_LOOKUPFLW(Proj.firer)] triggered an Abductor Core explosion at [AREACOORD(src)] via projectile.")
log_game("[key_name(Proj.firer)] triggered an Abductor Core explosion at [AREACOORD(src)] via projectile.")
overload()
/obj/machinery/power/rtg/abductor/blob_act(obj/structure/blob/B)
overload()
/obj/machinery/power/rtg/abductor/ex_act()
if(going_kaboom)
qdel(src)
else
overload()
/obj/machinery/power/rtg/abductor/fire_act(exposed_temperature, exposed_volume)
overload()
/obj/machinery/power/rtg/abductor/tesla_act()
..() //extend the zap
overload()
+231
View File
@@ -0,0 +1,231 @@
// stored_power += (pulse_strength-RAD_COLLECTOR_EFFICIENCY)*RAD_COLLECTOR_COEFFICIENT
#define RAD_COLLECTOR_EFFICIENCY 80 // radiation needs to be over this amount to get power
#define RAD_COLLECTOR_COEFFICIENT 100
#define RAD_COLLECTOR_STORED_OUT 0.04 // (this*100)% of stored power outputted per tick. Doesn't actualy change output total, lower numbers just means collectors output for longer in absence of a source
#define RAD_COLLECTOR_MINING_CONVERSION_RATE 0.00001 //This is gonna need a lot of tweaking to get right. This is the number used to calculate the conversion of watts to research points per process()
#define RAD_COLLECTOR_OUTPUT min(stored_power, (stored_power*RAD_COLLECTOR_STORED_OUT)+1000) //Produces at least 1000 watts if it has more than that stored
/obj/machinery/power/rad_collector
name = "Radiation Collector Array"
desc = "A device which uses Hawking Radiation and plasma to produce power."
icon = 'icons/obj/singularity.dmi'
icon_state = "ca"
anchored = FALSE
density = TRUE
req_access = list(ACCESS_ENGINE_EQUIP)
// use_power = NO_POWER_USE
max_integrity = 350
integrity_failure = 80
circuit = /obj/item/circuitboard/machine/rad_collector
var/obj/item/tank/internals/plasma/loaded_tank = null
var/stored_power = 0
var/active = 0
var/locked = FALSE
var/drainratio = 1
var/powerproduction_drain = 0.001
var/bitcoinproduction_drain = 0.15
var/bitcoinmining = FALSE
rad_insulation = RAD_EXTREME_INSULATION
/obj/machinery/power/rad_collector/anchored
anchored = TRUE
/obj/machinery/power/rad_collector/Destroy()
return ..()
/obj/machinery/power/rad_collector/process()
if(!loaded_tank)
return
if(!bitcoinmining)
if(!loaded_tank.air_contents.gases[/datum/gas/plasma])
investigate_log("<font color='red'>out of fuel</font>.", INVESTIGATE_SINGULO)
playsound(src, 'sound/machines/ding.ogg', 50, 1)
eject()
else
var/gasdrained = min(powerproduction_drain*drainratio,loaded_tank.air_contents.gases[/datum/gas/plasma])
loaded_tank.air_contents.gases[/datum/gas/plasma] -= gasdrained
loaded_tank.air_contents.gases[/datum/gas/tritium] += gasdrained
GAS_GARBAGE_COLLECT(loaded_tank.air_contents.gases)
var/power_produced = RAD_COLLECTOR_OUTPUT
add_avail(power_produced)
stored_power-=power_produced
else if(is_station_level(z) && SSresearch.science_tech)
if(!loaded_tank.air_contents.gases[/datum/gas/tritium] || !loaded_tank.air_contents.gases[/datum/gas/oxygen])
playsound(src, 'sound/machines/ding.ogg', 50, 1)
eject()
else
var/gasdrained = bitcoinproduction_drain*drainratio
loaded_tank.air_contents.gases[/datum/gas/tritium] -= gasdrained
loaded_tank.air_contents.gases[/datum/gas/oxygen] -= gasdrained
loaded_tank.air_contents.gases[/datum/gas/carbon_dioxide] += gasdrained*2
GAS_GARBAGE_COLLECT(loaded_tank.air_contents.gases)
var/bitcoins_mined = RAD_COLLECTOR_OUTPUT
SSresearch.science_tech.add_point_type(TECHWEB_POINT_TYPE_DEFAULT, bitcoins_mined*RAD_COLLECTOR_MINING_CONVERSION_RATE)
stored_power-=bitcoins_mined
/obj/machinery/power/rad_collector/interact(mob/user)
if(anchored)
if(!src.locked)
toggle_power()
user.visible_message("[user.name] turns the [src.name] [active? "on":"off"].", \
"<span class='notice'>You turn the [src.name] [active? "on":"off"].</span>")
var/fuel
if(loaded_tank)
fuel = loaded_tank.air_contents.gases[/datum/gas/plasma]
investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [key_name(user)]. [loaded_tank?"Fuel: [round(fuel/0.29)]%":"<font color='red'>It is empty</font>"].", INVESTIGATE_SINGULO)
return
else
to_chat(user, "<span class='warning'>The controls are locked!</span>")
return
/obj/machinery/power/rad_collector/can_be_unfasten_wrench(mob/user, silent)
if(loaded_tank)
if(!silent)
to_chat(user, "<span class='warning'>Remove the plasma tank first!</span>")
return FAILED_UNFASTEN
return ..()
/obj/machinery/power/rad_collector/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(anchored)
connect_to_network()
else
disconnect_from_network()
/obj/machinery/power/rad_collector/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/tank/internals/plasma))
if(!anchored)
to_chat(user, "<span class='warning'>[src] needs to be secured to the floor first!</span>")
return TRUE
if(loaded_tank)
to_chat(user, "<span class='warning'>There's already a plasma tank loaded!</span>")
return TRUE
if(panel_open)
to_chat(user, "<span class='warning'>Close the maintenance panel first!</span>")
return TRUE
if(!user.transferItemToLoc(W, src))
return
loaded_tank = W
update_icons()
else if(W.GetID())
if(allowed(user))
if(active)
locked = !locked
to_chat(user, "<span class='notice'>You [locked ? "lock" : "unlock"] the controls.</span>")
else
to_chat(user, "<span class='warning'>The controls can only be locked when \the [src] is active!</span>")
else
to_chat(user, "<span class='danger'>Access denied.</span>")
return TRUE
else
return ..()
/obj/machinery/power/rad_collector/wrench_act(mob/living/user, obj/item/I)
default_unfasten_wrench(user, I)
return TRUE
/obj/machinery/power/rad_collector/screwdriver_act(mob/living/user, obj/item/I)
if(..())
return TRUE
if(loaded_tank)
to_chat(user, "<span class='warning'>Remove the plasma tank first!</span>")
else
default_deconstruction_screwdriver(user, icon_state, icon_state, I)
return TRUE
/obj/machinery/power/rad_collector/crowbar_act(mob/living/user, obj/item/I)
if(loaded_tank)
if(locked)
to_chat(user, "<span class='warning'>The controls are locked!</span>")
return TRUE
eject()
return TRUE
if(default_deconstruction_crowbar(I))
return TRUE
to_chat(user, "<span class='warning'>There isn't a tank loaded!</span>")
return TRUE
/obj/machinery/power/rad_collector/multitool_act(mob/living/user, obj/item/I)
if(!is_station_level(z) && !SSresearch.science_tech)
to_chat(user, "<span class='warning'>[src] isn't linked to a research system!</span>")
return TRUE
if(locked)
to_chat(user, "<span class='warning'>[src] is locked!</span>")
return TRUE
if(active)
to_chat(user, "<span class='warning'>[src] is currently active, producing [bitcoinmining ? "research points":"power"].</span>")
return TRUE
bitcoinmining = !bitcoinmining
to_chat(user, "<span class='warning'>You [bitcoinmining ? "enable":"disable"] the research point production feature of [src].</span>")
return TRUE
/obj/machinery/power/rad_collector/analyzer_act(mob/living/user, obj/item/I)
if(loaded_tank)
loaded_tank.analyzer_act(user, I)
/obj/machinery/power/rad_collector/examine(mob/user)
. = ..()
if(active)
if(!bitcoinmining)
to_chat(user, "<span class='notice'>[src]'s display states that it has stored <b>[DisplayPower(stored_power)]</b>, and processing <b>[DisplayPower(RAD_COLLECTOR_OUTPUT)]</b>.</span>")
else
to_chat(user, "<span class='notice'>[src]'s display states that it has stored a total of <b>[stored_power*RAD_COLLECTOR_MINING_CONVERSION_RATE]</b>, and producing [RAD_COLLECTOR_OUTPUT*RAD_COLLECTOR_MINING_CONVERSION_RATE] research points per minute.</span>")
else
if(!bitcoinmining)
to_chat(user,"<span class='notice'><b>[src]'s display displays the words:</b> \"Power production mode. Please insert <b>Plasma</b>. Use a multitool to change production modes.\"</span>")
else
to_chat(user,"<span class='notice'><b>[src]'s display displays the words:</b> \"Research point production mode. Please insert <b>Tritium</b> and <b>Oxygen</b>. Use a multitool to change production modes.\"</span>")
/obj/machinery/power/rad_collector/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
eject()
stat |= BROKEN
/obj/machinery/power/rad_collector/proc/eject()
locked = FALSE
var/obj/item/tank/internals/plasma/Z = src.loaded_tank
if (!Z)
return
Z.forceMove(drop_location())
Z.layer = initial(Z.layer)
Z.plane = initial(Z.plane)
src.loaded_tank = null
if(active)
toggle_power()
else
update_icons()
/obj/machinery/power/rad_collector/rad_act(pulse_strength)
. = ..()
if(loaded_tank && active && pulse_strength > RAD_COLLECTOR_EFFICIENCY)
stored_power += (pulse_strength-RAD_COLLECTOR_EFFICIENCY)*RAD_COLLECTOR_COEFFICIENT
/obj/machinery/power/rad_collector/proc/update_icons()
cut_overlays()
if(loaded_tank)
add_overlay("ptank")
if(stat & (NOPOWER|BROKEN))
return
if(active)
add_overlay("on")
/obj/machinery/power/rad_collector/proc/toggle_power()
active = !active
if(active)
icon_state = "ca_on"
flick("ca_active", src)
else
icon_state = "ca"
flick("ca_deactive", src)
update_icons()
return
#undef RAD_COLLECTOR_EFFICIENCY
#undef RAD_COLLECTOR_COEFFICIENT
#undef RAD_COLLECTOR_STORED_OUT
#undef RAD_COLLECTOR_MINING_CONVERSION_RATE
#undef RAD_COLLECTOR_OUTPUT
@@ -0,0 +1,134 @@
/obj/machinery/field/containment
name = "containment field"
desc = "An energy field."
icon = 'icons/obj/singularity.dmi'
icon_state = "Contain_F"
density = FALSE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
use_power = NO_POWER_USE
interaction_flags_atom = NONE
interaction_flags_machine = NONE
light_range = 4
layer = ABOVE_OBJ_LAYER
var/obj/machinery/field/generator/FG1 = null
var/obj/machinery/field/generator/FG2 = null
/obj/machinery/field/containment/Destroy()
FG1.fields -= src
FG2.fields -= src
return ..()
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/machinery/field/containment/attack_hand(mob/user)
if(get_dist(src, user) > 1)
return FALSE
else
shock(user)
return TRUE
/obj/machinery/field/containment/attackby(obj/item/W, mob/user, params)
shock(user)
return TRUE
/obj/machinery/field/containment/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BURN)
playsound(loc, 'sound/effects/empulse.ogg', 75, 1)
if(BRUTE)
playsound(loc, 'sound/effects/empulse.ogg', 75, 1)
/obj/machinery/field/containment/blob_act(obj/structure/blob/B)
return FALSE
/obj/machinery/field/containment/ex_act(severity, target)
return FALSE
/obj/machinery/field/containment/attack_animal(mob/living/simple_animal/M)
if(!FG1 || !FG2)
qdel(src)
return
if(ismegafauna(M))
M.visible_message("<span class='warning'>[M] glows fiercely as the containment field flickers out!</span>")
FG1.calc_power(INFINITY) //rip that 'containment' field
M.adjustHealth(-M.obj_damage)
else
..()
/obj/machinery/field/containment/Crossed(mob/mover)
if(isliving(mover))
shock(mover)
if(ismachinery(mover) || isstructure(mover) || ismecha(mover))
bump_field(mover)
/obj/machinery/field/containment/proc/set_master(master1,master2)
if(!master1 || !master2)
return FALSE
FG1 = master1
FG2 = master2
return TRUE
/obj/machinery/field/containment/shock(mob/living/user)
if(!FG1 || !FG2)
qdel(src)
return FALSE
..()
/obj/machinery/field/containment/Move()
qdel(src)
return FALSE
// Abstract Field Class
// Used for overriding certain procs
/obj/machinery/field
var/hasShocked = FALSE //Used to add a delay between shocks. In some cases this used to crash servers by spawning hundreds of sparks every second.
/obj/machinery/field/Bumped(atom/movable/mover)
if(hasShocked)
return
if(isliving(mover))
shock(mover)
return
if(ismachinery(mover) || isstructure(mover) || ismecha(mover))
bump_field(mover)
return
/obj/machinery/field/CanPass(atom/movable/mover, turf/target)
if(hasShocked || isliving(mover) || ismachinery(mover) || isstructure(mover) || ismecha(mover))
return FALSE
return ..()
/obj/machinery/field/proc/shock(mob/living/user)
var/shock_damage = min(rand(30,40),rand(30,40))
if(iscarbon(user))
user.Knockdown(300)
user.electrocute_act(shock_damage, src, 1)
else if(issilicon(user))
if(prob(20))
user.Stun(40)
user.take_overall_damage(0, shock_damage)
user.visible_message("<span class='danger'>[user.name] was shocked by the [src.name]!</span>", \
"<span class='userdanger'>Energy pulse detected, system damaged!</span>", \
"<span class='italics'>You hear an electrical crack.</span>")
user.updatehealth()
bump_field(user)
/obj/machinery/field/proc/clear_shock()
hasShocked = FALSE
/obj/machinery/field/proc/bump_field(atom/movable/AM as mob|obj)
if(hasShocked)
return FALSE
hasShocked = TRUE
do_sparks(5, TRUE, AM.loc)
var/atom/target = get_edge_target_turf(AM, get_dir(src, get_step_away(AM, src)))
AM.throw_at(target, 200, 4)
addtimer(CALLBACK(src, .proc/clear_shock), 5)
+502
View File
@@ -0,0 +1,502 @@
//emitter construction defines
#define EMITTER_UNWRENCHED 0
#define EMITTER_WRENCHED 1
#define EMITTER_WELDED 2
/obj/machinery/power/emitter
name = "emitter"
desc = "A heavy-duty industrial laser, often used in containment fields and power generation."
icon = 'icons/obj/singularity.dmi'
icon_state = "emitter"
anchored = FALSE
density = TRUE
req_access = list(ACCESS_ENGINE_EQUIP)
circuit = /obj/item/circuitboard/machine/emitter
use_power = NO_POWER_USE
idle_power_usage = 10
active_power_usage = 300
var/icon_state_on = "emitter_+a"
var/active = FALSE
var/powered = FALSE
var/fire_delay = 100
var/maximum_fire_delay = 100
var/minimum_fire_delay = 20
var/last_shot = 0
var/shot_number = 0
var/state = EMITTER_UNWRENCHED
var/locked = FALSE
var/allow_switch_interact = TRUE
var/projectile_type = /obj/item/projectile/beam/emitter
var/projectile_sound = 'sound/weapons/emitter.ogg'
var/datum/effect_system/spark_spread/sparks
var/obj/item/gun/energy/gun
var/list/gun_properties
var/mode = 0
// The following 3 vars are mostly for the prototype
var/manual = FALSE
var/charge = 0
var/last_projectile_params
/obj/machinery/power/emitter/anchored
anchored = TRUE
/obj/machinery/power/emitter/ctf
name = "Energy Cannon"
active = TRUE
active_power_usage = FALSE
idle_power_usage = FALSE
locked = TRUE
req_access_txt = "100"
state = EMITTER_WELDED
use_power = FALSE
/obj/machinery/power/emitter/Initialize()
. = ..()
RefreshParts()
wires = new /datum/wires/emitter(src)
if(state == EMITTER_WELDED && anchored)
connect_to_network()
sparks = new
sparks.attach(src)
sparks.set_up(1, TRUE, src)
/obj/machinery/power/emitter/ComponentInitialize()
. = ..()
AddComponent(/datum/component/empprotection, EMP_PROTECT_SELF | EMP_PROTECT_WIRES)
/obj/machinery/power/emitter/RefreshParts()
var/max_firedelay = 120
var/firedelay = 120
var/min_firedelay = 24
var/power_usage = 350
for(var/obj/item/stock_parts/micro_laser/L in component_parts)
max_firedelay -= 20 * L.rating
min_firedelay -= 4 * L.rating
firedelay -= 20 * L.rating
maximum_fire_delay = max_firedelay
minimum_fire_delay = min_firedelay
fire_delay = firedelay
for(var/obj/item/stock_parts/manipulator/M in component_parts)
power_usage -= 50 * M.rating
active_power_usage = power_usage
/obj/machinery/power/emitter/ComponentInitialize()
. = ..()
AddComponent(/datum/component/simple_rotation, ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS, null, CALLBACK(src, .proc/can_be_rotated))
/obj/machinery/power/emitter/proc/can_be_rotated(mob/user,rotation_type)
if (anchored)
to_chat(user, "<span class='warning'>It is fastened to the floor!</span>")
return FALSE
return TRUE
/obj/machinery/power/emitter/Destroy()
if(SSticker.IsRoundInProgress())
var/turf/T = get_turf(src)
message_admins("Emitter deleted at [ADMIN_VERBOSEJMP(T)]")
log_game("Emitter deleted at [AREACOORD(T)]")
investigate_log("<font color='red'>deleted</font> at [AREACOORD(T)]", INVESTIGATE_SINGULO)
QDEL_NULL(sparks)
return ..()
/obj/machinery/power/emitter/update_icon()
if (active && powernet && avail(active_power_usage))
icon_state = icon_state_on
else
icon_state = initial(icon_state)
/obj/machinery/power/emitter/interact(mob/user)
add_fingerprint(user)
if(state == EMITTER_WELDED)
if(!powernet)
to_chat(user, "<span class='warning'>\The [src] isn't connected to a wire!</span>")
return TRUE
if(!locked && allow_switch_interact)
if(active == TRUE)
active = FALSE
to_chat(user, "<span class='notice'>You turn off [src].</span>")
else
active = TRUE
to_chat(user, "<span class='notice'>You turn on [src].</span>")
shot_number = 0
fire_delay = maximum_fire_delay
message_admins("Emitter turned [active ? "ON" : "OFF"] by [ADMIN_LOOKUPFLW(user)] in [ADMIN_VERBOSEJMP(src)]")
log_game("Emitter turned [active ? "ON" : "OFF"] by [key_name(user)] in [AREACOORD(src)]")
investigate_log("turned [active ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [key_name(user)] at [AREACOORD(src)]", INVESTIGATE_SINGULO)
update_icon()
else
to_chat(user, "<span class='warning'>The controls are locked!</span>")
else
to_chat(user, "<span class='warning'>[src] needs to be firmly secured to the floor first!</span>")
return TRUE
/obj/machinery/power/emitter/attack_animal(mob/living/simple_animal/M)
if(ismegafauna(M) && anchored)
state = EMITTER_UNWRENCHED
anchored = FALSE
M.visible_message("<span class='warning'>[M] rips [src] free from its moorings!</span>")
else
..()
if(!anchored)
step(src, get_dir(M, src))
/obj/machinery/power/emitter/process()
if(stat & (BROKEN))
return
if(state != EMITTER_WELDED || (!powernet && active_power_usage))
active = FALSE
update_icon()
return
if(active == TRUE)
if(!active_power_usage || surplus() >= active_power_usage)
add_load(active_power_usage)
if(!powered)
powered = TRUE
update_icon()
investigate_log("regained power and turned <font color='green'>ON</font> at [AREACOORD(src)]", INVESTIGATE_SINGULO)
else
if(powered)
powered = FALSE
update_icon()
investigate_log("lost power and turned <font color='red'>OFF</font> at [AREACOORD(src)]", INVESTIGATE_SINGULO)
log_game("Emitter lost power in [AREACOORD(src)]")
return
if(charge <= 80)
charge += 5
if(!check_delay() || manual == TRUE)
return FALSE
fire_beam()
/obj/machinery/power/emitter/proc/check_delay()
if((src.last_shot + src.fire_delay) <= world.time)
return TRUE
return FALSE
/obj/machinery/power/emitter/proc/fire_beam_pulse()
if(!check_delay())
return FALSE
if(state != EMITTER_WELDED)
return FALSE
if(surplus() >= active_power_usage)
add_load(active_power_usage)
fire_beam()
/obj/machinery/power/emitter/proc/fire_beam(mob/user)
var/obj/item/projectile/P = new projectile_type(get_turf(src))
playsound(get_turf(src), projectile_sound, 50, TRUE)
if(prob(35))
sparks.start()
P.firer = user ? user : src
if(last_projectile_params)
P.p_x = last_projectile_params[2]
P.p_y = last_projectile_params[3]
P.fire(last_projectile_params[1])
else
P.fire(dir2angle(dir))
if(!manual)
last_shot = world.time
if(shot_number < 3)
fire_delay = 20
shot_number ++
else
fire_delay = rand(minimum_fire_delay,maximum_fire_delay)
shot_number = 0
return P
/obj/machinery/power/emitter/can_be_unfasten_wrench(mob/user, silent)
if(active)
if(!silent)
to_chat(user, "<span class='warning'>Turn \the [src] off first!</span>")
return FAILED_UNFASTEN
else if(state == EMITTER_WELDED)
if(!silent)
to_chat(user, "<span class='warning'>[src] is welded to the floor!</span>")
return FAILED_UNFASTEN
return ..()
/obj/machinery/power/emitter/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(anchored)
state = EMITTER_WRENCHED
else
state = EMITTER_UNWRENCHED
/obj/machinery/power/emitter/wrench_act(mob/living/user, obj/item/I)
default_unfasten_wrench(user, I)
return TRUE
/obj/machinery/power/emitter/welder_act(mob/living/user, obj/item/I)
if(active)
to_chat(user, "Turn \the [src] off first.")
return TRUE
switch(state)
if(EMITTER_UNWRENCHED)
to_chat(user, "<span class='warning'>The [src.name] needs to be wrenched to the floor!</span>")
if(EMITTER_WRENCHED)
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("[user.name] starts to weld the [name] to the floor.", \
"<span class='notice'>You start to weld \the [src] to the floor...</span>", \
"<span class='italics'>You hear welding.</span>")
if(I.use_tool(src, user, 20, volume=50))
state = EMITTER_WELDED
to_chat(user, "<span class='notice'>You weld \the [src] to the floor.</span>")
connect_to_network()
if(EMITTER_WELDED)
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("[user.name] starts to cut the [name] free from the floor.", \
"<span class='notice'>You start to cut \the [src] free from the floor...</span>", \
"<span class='italics'>You hear welding.</span>")
if(I.use_tool(src, user, 20, volume=50))
state = EMITTER_WRENCHED
to_chat(user, "<span class='notice'>You cut \the [src] free from the floor.</span>")
disconnect_from_network()
return TRUE
/obj/machinery/power/emitter/crowbar_act(mob/living/user, obj/item/I)
if(panel_open && gun)
return remove_gun(user)
default_deconstruction_crowbar(I)
return TRUE
/obj/machinery/power/emitter/screwdriver_act(mob/living/user, obj/item/I)
if(..())
return TRUE
default_deconstruction_screwdriver(user, "emitter_open", "emitter", I)
return TRUE
/obj/machinery/power/emitter/attackby(obj/item/I, mob/user, params)
if(I.GetID())
if(obj_flags & EMAGGED)
to_chat(user, "<span class='warning'>The lock seems to be broken!</span>")
return
if(allowed(user))
if(active)
locked = !locked
to_chat(user, "<span class='notice'>You [src.locked ? "lock" : "unlock"] the controls.</span>")
else
to_chat(user, "<span class='warning'>The controls can only be locked when \the [src] is online!</span>")
else
to_chat(user, "<span class='danger'>Access denied.</span>")
return
else if(is_wire_tool(I) && panel_open)
wires.interact(user)
return
else if(panel_open && !gun && istype(I,/obj/item/gun/energy))
if(integrate(I,user))
return
return ..()
/obj/machinery/power/emitter/proc/integrate(obj/item/gun/energy/E,mob/user)
if(istype(E, /obj/item/gun/energy))
if(!user.transferItemToLoc(E, src))
return
gun = E
gun_properties = gun.get_turret_properties()
set_projectile()
return TRUE
/obj/machinery/power/emitter/proc/remove_gun(mob/user)
if(!gun)
return
user.put_in_hands(gun)
gun = null
playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
gun_properties = list()
set_projectile()
return TRUE
/obj/machinery/power/emitter/proc/set_projectile()
if(LAZYLEN(gun_properties))
if(mode || !gun_properties["lethal_projectile"])
projectile_type = gun_properties["stun_projectile"]
projectile_sound = gun_properties["stun_projectile_sound"]
else
projectile_type = gun_properties["lethal_projectile"]
projectile_sound = gun_properties["lethal_projectile_sound"]
return
projectile_type = initial(projectile_type)
projectile_sound = initial(projectile_sound)
/obj/machinery/power/emitter/emag_act(mob/user)
if(obj_flags & EMAGGED)
return
locked = FALSE
obj_flags |= EMAGGED
if(user)
user.visible_message("[user.name] emags [src].","<span class='notice'>You short out the lock.</span>")
/obj/machinery/power/emitter/prototype
name = "Prototype Emitter"
icon = 'icons/obj/turrets.dmi'
icon_state = "protoemitter"
icon_state_on = "protoemitter_+a"
can_buckle = TRUE
buckle_lying = FALSE
var/view_range = 12
var/datum/action/innate/protoemitter/firing/auto
//BUCKLE HOOKS
/obj/machinery/power/emitter/prototype/unbuckle_mob(mob/living/buckled_mob,force = 0)
playsound(src,'sound/mecha/mechmove01.ogg', 50, TRUE)
manual = FALSE
for(var/obj/item/I in buckled_mob.held_items)
if(istype(I, /obj/item/turret_control))
qdel(I)
if(istype(buckled_mob))
buckled_mob.pixel_x = 0
buckled_mob.pixel_y = 0
if(buckled_mob.client)
buckled_mob.client.change_view(CONFIG_GET(string/default_view))
auto.Remove(buckled_mob)
. = ..()
/obj/machinery/power/emitter/prototype/user_buckle_mob(mob/living/M, mob/living/carbon/user)
if(user.incapacitated() || !istype(user))
return
for(var/atom/movable/A in get_turf(src))
if(A.density && (A != src && A != M))
return
M.forceMove(get_turf(src))
..()
playsound(src,'sound/mecha/mechmove01.ogg', 50, TRUE)
M.pixel_y = 14
layer = 4.1
if(M.client)
M.client.change_view(view_range)
if(!auto)
auto = new()
auto.Grant(M, src)
/datum/action/innate/protoemitter
check_flags = AB_CHECK_RESTRAINED | AB_CHECK_STUN | AB_CHECK_CONSCIOUS
var/obj/machinery/power/emitter/prototype/PE
var/mob/living/carbon/U
/datum/action/innate/protoemitter/Grant(mob/living/carbon/L, obj/machinery/power/emitter/prototype/proto)
PE = proto
U = L
. = ..()
/datum/action/innate/protoemitter/firing
name = "Switch to Manual Firing"
desc = "The emitter will only fire on your command and at your designated target"
button_icon_state = "mech_zoom_on"
/datum/action/innate/protoemitter/firing/Activate()
if(PE.manual)
playsound(PE,'sound/mecha/mechmove01.ogg', 50, TRUE)
PE.manual = FALSE
name = "Switch to Manual Firing"
desc = "The emitter will only fire on your command and at your designated target"
button_icon_state = "mech_zoom_on"
for(var/obj/item/I in U.held_items)
if(istype(I, /obj/item/turret_control))
qdel(I)
UpdateButtonIcon()
return
else
playsound(PE,'sound/mecha/mechmove01.ogg', 50, TRUE)
name = "Switch to Automatic Firing"
desc = "Emitters will switch to periodic firing at your last target"
button_icon_state = "mech_zoom_off"
PE.manual = TRUE
for(var/V in U.held_items)
var/obj/item/I = V
if(istype(I))
if(U.dropItemToGround(I))
var/obj/item/turret_control/TC = new /obj/item/turret_control()
U.put_in_hands(TC)
else //Entries in the list should only ever be items or null, so if it's not an item, we can assume it's an empty hand
var/obj/item/turret_control/TC = new /obj/item/turret_control()
U.put_in_hands(TC)
UpdateButtonIcon()
/obj/item/turret_control
name = "turret controls"
icon_state = "offhand"
w_class = WEIGHT_CLASS_HUGE
item_flags = ABSTRACT | NOBLUDGEON
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/delay = 0
/obj/item/turret_control/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
/obj/item/turret_control/afterattack(atom/targeted_atom, mob/user, proxflag, clickparams)
. = ..()
var/obj/machinery/power/emitter/E = user.buckled
E.setDir(get_dir(E,targeted_atom))
user.setDir(E.dir)
switch(E.dir)
if(NORTH)
E.layer = 3.9
user.pixel_x = 0
user.pixel_y = -14
if(NORTHEAST)
E.layer = 3.9
user.pixel_x = -8
user.pixel_y = -12
if(EAST)
E.layer = 4.1
user.pixel_x = -14
user.pixel_y = 0
if(SOUTHEAST)
E.layer = 3.9
user.pixel_x = -8
user.pixel_y = 12
if(SOUTH)
E.layer = 4.1
user.pixel_x = 0
user.pixel_y = 14
if(SOUTHWEST)
E.layer = 3.9
user.pixel_x = 8
user.pixel_y = 12
if(WEST)
E.layer = 4.1
user.pixel_x = 14
user.pixel_y = 0
if(NORTHWEST)
E.layer = 3.9
user.pixel_x = 8
user.pixel_y = -12
E.last_projectile_params = calculate_projectile_angle_and_pixel_offsets(user, clickparams)
if(E.charge >= 10 && world.time > delay)
E.charge -= 10
E.fire_beam(user)
delay = world.time + 10
else if (E.charge < 10)
playsound(src,'sound/machines/buzz-sigh.ogg', 50, TRUE)
#undef EMITTER_UNWRENCHED
#undef EMITTER_WRENCHED
#undef EMITTER_WELDED
@@ -0,0 +1,353 @@
/*
field_generator power level display
The icon used for the field_generator need to have 'num_power_levels' number of icon states
named 'Field_Gen +p[num]' where 'num' ranges from 1 to 'num_power_levels'
The power level is displayed using overlays. The current displayed power level is stored in 'powerlevel'.
The overlay in use and the powerlevel variable must be kept in sync. A powerlevel equal to 0 means that
no power level overlay is currently in the overlays list.
-Aygar
*/
#define field_generator_max_power 250
#define FG_OFFLINE 0
#define FG_CHARGING 1
#define FG_ONLINE 2
//field generator construction defines
#define FG_UNSECURED 0
#define FG_SECURED 1
#define FG_WELDED 2
/obj/machinery/field/generator
name = "field generator"
desc = "A large thermal battery that projects a high amount of energy when powered."
icon = 'icons/obj/machines/field_generator.dmi'
icon_state = "Field_Gen"
anchored = FALSE
density = TRUE
use_power = NO_POWER_USE
max_integrity = 500
//100% immune to lasers and energy projectiles since it absorbs their energy.
armor = list("melee" = 25, "bullet" = 10, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
var/const/num_power_levels = 6 // Total number of power level icon has
var/power_level = 0
var/active = FG_OFFLINE
var/power = 20 // Current amount of power
var/state = FG_UNSECURED
var/warming_up = 0
var/list/obj/machinery/field/containment/fields
var/list/obj/machinery/field/generator/connected_gens
var/clean_up = 0
/obj/machinery/field/generator/update_icon()
cut_overlays()
if(warming_up)
add_overlay("+a[warming_up]")
if(fields.len)
add_overlay("+on")
if(power_level)
add_overlay("+p[power_level]")
/obj/machinery/field/generator/Initialize()
. = ..()
fields = list()
connected_gens = list()
/obj/machinery/field/generator/ComponentInitialize()
. = ..()
AddComponent(/datum/component/empprotection, EMP_PROTECT_SELF | EMP_PROTECT_WIRES)
/obj/machinery/field/generator/process()
if(active == FG_ONLINE)
calc_power()
/obj/machinery/field/generator/interact(mob/user)
if(state == FG_WELDED)
if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
if(active >= FG_CHARGING)
to_chat(user, "<span class='warning'>You are unable to turn off [src] once it is online!</span>")
return 1
else
user.visible_message("[user] turns on [src].", \
"<span class='notice'>You turn on [src].</span>", \
"<span class='italics'>You hear heavy droning.</span>")
turn_on()
investigate_log("<font color='green'>activated</font> by [key_name(user)].", INVESTIGATE_SINGULO)
add_fingerprint(user)
else
to_chat(user, "<span class='warning'>[src] needs to be firmly secured to the floor first!</span>")
/obj/machinery/field/generator/can_be_unfasten_wrench(mob/user, silent)
if(active)
if(!silent)
to_chat(user, "<span class='warning'>Turn \the [src] off first!</span>")
return FAILED_UNFASTEN
else if(state == FG_WELDED)
if(!silent)
to_chat(user, "<span class='warning'>[src] is welded to the floor!</span>")
return FAILED_UNFASTEN
return ..()
/obj/machinery/field/generator/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(anchored)
state = FG_SECURED
else
state = FG_UNSECURED
/obj/machinery/field/generator/wrench_act(mob/living/user, obj/item/I)
default_unfasten_wrench(user, I)
return TRUE
/obj/machinery/field/generator/welder_act(mob/living/user, obj/item/I)
if(active)
to_chat(user, "<span class='warning'>[src] needs to be off!</span>")
return TRUE
switch(state)
if(FG_UNSECURED)
to_chat(user, "<span class='warning'>[src] needs to be wrenched to the floor!</span>")
if(FG_SECURED)
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("[user] starts to weld [src] to the floor.", \
"<span class='notice'>You start to weld \the [src] to the floor...</span>", \
"<span class='italics'>You hear welding.</span>")
if(I.use_tool(src, user, 20, volume=50) && state == FG_SECURED)
state = FG_WELDED
to_chat(user, "<span class='notice'>You weld the field generator to the floor.</span>")
if(FG_WELDED)
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("[user] starts to cut [src] free from the floor.", \
"<span class='notice'>You start to cut \the [src] free from the floor...</span>", \
"<span class='italics'>You hear welding.</span>")
if(I.use_tool(src, user, 20, volume=50) && state == FG_WELDED)
state = FG_SECURED
to_chat(user, "<span class='notice'>You cut \the [src] free from the floor.</span>")
return TRUE
/obj/machinery/field/generator/attack_animal(mob/living/simple_animal/M)
if(M.environment_smash & ENVIRONMENT_SMASH_RWALLS && active == FG_OFFLINE && state != FG_UNSECURED)
state = FG_UNSECURED
anchored = FALSE
M.visible_message("<span class='warning'>[M] rips [src] free from its moorings!</span>")
else
..()
if(!anchored)
step(src, get_dir(M, src))
/obj/machinery/field/generator/blob_act(obj/structure/blob/B)
if(active)
return 0
else
..()
/obj/machinery/field/generator/bullet_act(obj/item/projectile/Proj)
if(Proj.flag != "bullet")
power = min(power + Proj.damage, field_generator_max_power)
check_power_level()
..()
/obj/machinery/field/generator/Destroy()
cleanup()
return ..()
/obj/machinery/field/generator/proc/check_power_level()
var/new_level = round(num_power_levels * power / field_generator_max_power)
if(new_level != power_level)
power_level = new_level
update_icon()
/obj/machinery/field/generator/proc/turn_off()
active = FG_OFFLINE
spawn(1)
cleanup()
while (warming_up>0 && !active)
sleep(50)
warming_up--
update_icon()
/obj/machinery/field/generator/proc/turn_on()
active = FG_CHARGING
spawn(1)
while (warming_up<3 && active)
sleep(50)
warming_up++
update_icon()
if(warming_up >= 3)
start_fields()
/obj/machinery/field/generator/proc/calc_power(set_power_draw)
var/power_draw = 2 + fields.len
if(set_power_draw)
power_draw = set_power_draw
if(draw_power(round(power_draw/2,1)))
check_power_level()
return 1
else
visible_message("<span class='danger'>The [name] shuts down!</span>", "<span class='italics'>You hear something shutting down.</span>")
turn_off()
investigate_log("ran out of power and <font color='red'>deactivated</font>", INVESTIGATE_SINGULO)
power = 0
check_power_level()
return 0
//This could likely be better, it tends to start loopin if you have a complex generator loop setup. Still works well enough to run the engine fields will likely recode the field gens and fields sometime -Mport
/obj/machinery/field/generator/proc/draw_power(draw = 0, failsafe = FALSE, obj/machinery/field/generator/G = null, obj/machinery/field/generator/last = null)
if((G && (G == src)) || (failsafe >= 8))//Loopin, set fail
return 0
else
failsafe++
if(power >= draw)//We have enough power
power -= draw
return 1
else//Need more power
draw -= power
power = 0
for(var/CG in connected_gens)
var/obj/machinery/field/generator/FG = CG
if(FG == last)//We just asked you
continue
if(G)//Another gen is askin for power and we dont have it
if(FG.draw_power(draw,failsafe,G,src))//Can you take the load
return 1
else
return 0
else//We are askin another for power
if(FG.draw_power(draw,failsafe,src,src))
return 1
else
return 0
/obj/machinery/field/generator/proc/start_fields()
if(state != FG_WELDED || !anchored)
turn_off()
return
spawn(1)
setup_field(1)
spawn(2)
setup_field(2)
spawn(3)
setup_field(4)
spawn(4)
setup_field(8)
spawn(5)
active = FG_ONLINE
/obj/machinery/field/generator/proc/setup_field(NSEW)
var/turf/T = loc
if(!istype(T))
return 0
var/obj/machinery/field/generator/G = null
var/steps = 0
if(!NSEW)//Make sure its ran right
return 0
for(var/dist in 0 to 7) // checks out to 8 tiles away for another generator
T = get_step(T, NSEW)
if(T.density)//We cant shoot a field though this
return 0
G = locate(/obj/machinery/field/generator) in T
if(G)
steps -= 1
if(!G.active)
return 0
break
for(var/TC in T.contents)
var/atom/A = TC
if(ismob(A))
continue
if(A.density)
return 0
steps++
if(!G)
return 0
T = loc
for(var/dist in 0 to steps) // creates each field tile
var/field_dir = get_dir(T,get_step(G.loc, NSEW))
T = get_step(T, NSEW)
if(!locate(/obj/machinery/field/containment) in T)
var/obj/machinery/field/containment/CF = new(T)
CF.set_master(src,G)
CF.setDir(field_dir)
fields += CF
G.fields += CF
for(var/mob/living/L in T)
CF.Crossed(L)
connected_gens |= G
G.connected_gens |= src
update_icon()
/obj/machinery/field/generator/proc/cleanup()
clean_up = 1
for (var/F in fields)
qdel(F)
for(var/CG in connected_gens)
var/obj/machinery/field/generator/FG = CG
FG.connected_gens -= src
if(!FG.clean_up)//Makes the other gens clean up as well
FG.cleanup()
connected_gens -= FG
clean_up = 0
update_icon()
//This is here to help fight the "hurr durr, release singulo cos nobody will notice before the
//singulo eats the evidence". It's not fool-proof but better than nothing.
//I want to avoid using global variables.
spawn(1)
var/temp = 1 //stops spam
for(var/obj/singularity/O in GLOB.singularities)
if(O.last_warning && temp)
if((world.time - O.last_warning) > 50) //to stop message-spam
temp = 0
var/turf/T = get_turf(src)
message_admins("A singulo exists and a containment field has failed at [ADMIN_VERBOSEJMP(T)].")
investigate_log("has <font color='red'>failed</font> whilst a singulo exists at [AREACOORD(T)].", INVESTIGATE_SINGULO)
O.last_warning = world.time
/obj/machinery/field/generator/shock(mob/living/user)
if(fields.len)
..()
/obj/machinery/field/generator/bump_field(atom/movable/AM as mob|obj)
if(fields.len)
..()
#undef FG_UNSECURED
#undef FG_SECURED
#undef FG_WELDED
#undef FG_OFFLINE
#undef FG_CHARGING
#undef FG_ONLINE
@@ -0,0 +1,35 @@
/////SINGULARITY SPAWNER
/obj/machinery/the_singularitygen
name = "Gravitational Singularity Generator"
desc = "An odd device which produces a Gravitational Singularity when set up."
icon = 'icons/obj/singularity.dmi'
icon_state = "TheSingGen"
anchored = FALSE
density = TRUE
use_power = NO_POWER_USE
resistance_flags = FIRE_PROOF
// You can buckle someone to the singularity generator, then start the engine. Fun!
can_buckle = TRUE
buckle_lying = FALSE
buckle_requires_restraints = TRUE
var/energy = 0
var/creation_type = /obj/singularity
/obj/machinery/the_singularitygen/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/wrench))
default_unfasten_wrench(user, W, 0)
else
return ..()
/obj/machinery/the_singularitygen/process()
if(energy > 0)
if(energy >= 200)
var/turf/T = get_turf(src)
SSblackbox.record_feedback("tally", "engine_started", 1, type)
var/obj/singularity/S = new creation_type(T, 50)
transfer_fingerprints_to(S)
qdel(src)
else
energy -= 1
@@ -0,0 +1,4 @@
/area/engine/engineering/poweralert(state, source)
if (state != poweralm)
investigate_log("has a power alarm!", INVESTIGATE_SINGULO)
..()
+220
View File
@@ -0,0 +1,220 @@
/obj/singularity/narsie //Moving narsie to a child object of the singularity so it can be made to function differently. --NEO
name = "Nar'Sie's Avatar"
desc = "Your mind begins to bubble and ooze as it tries to comprehend what it sees."
icon = 'icons/obj/magic_terror.dmi'
pixel_x = -89
pixel_y = -85
density = FALSE
current_size = 9 //It moves/eats like a max-size singulo, aside from range. --NEO
contained = 0 //Are we going to move around?
dissipate = 0 //Do we lose energy over time?
move_self = 1 //Do we move on our own?
grav_pull = 5 //How many tiles out do we pull?
consume_range = 6 //How many tiles out do we eat
light_power = 0.7
light_range = 15
light_color = rgb(255, 0, 0)
gender = FEMALE
var/clashing = FALSE //If Nar'Sie is fighting Ratvar
/obj/singularity/narsie/large
name = "Nar'Sie"
icon = 'icons/obj/narsie.dmi'
// Pixel stuff centers Narsie.
pixel_x = -236
pixel_y = -256
current_size = 12
grav_pull = 10
consume_range = 12 //How many tiles out do we eat
/obj/singularity/narsie/large/Initialize()
. = ..()
send_to_playing_players("<span class='narsie'>NAR'SIE HAS RISEN</span>")
sound_to_playing_players('sound/creatures/narsie_rises.ogg')
var/area/A = get_area(src)
if(A)
var/mutable_appearance/alert_overlay = mutable_appearance('icons/effects/cult_effects.dmi', "ghostalertsie")
notify_ghosts("Nar'Sie has risen in \the [A.name]. Reach out to the Geometer to be given a new shell for your soul.", source = src, alert_overlay = alert_overlay, action=NOTIFY_ATTACK)
INVOKE_ASYNC(src, .proc/narsie_spawn_animation)
/obj/singularity/narsie/large/cult // For the new cult ending, guaranteed to end the round within 3 minutes
var/list/souls_needed = list()
var/soul_goal = 0
var/souls = 0
var/resolved = FALSE
/obj/singularity/narsie/large/cult/Initialize()
. = ..()
GLOB.cult_narsie = src
var/list/all_cults = list()
for(var/datum/antagonist/cult/C in GLOB.antagonists)
if(!C.owner)
continue
all_cults |= C.cult_team
for(var/datum/team/cult/T in all_cults)
deltimer(T.blood_target_reset_timer)
T.blood_target = src
var/datum/objective/eldergod/summon_objective = locate() in T.objectives
if(summon_objective)
summon_objective.summoned = TRUE
for(var/datum/mind/cult_mind in SSticker.mode.cult)
if(isliving(cult_mind.current))
var/mob/living/L = cult_mind.current
L.narsie_act()
for(var/mob/living/player in GLOB.player_list)
if(player.stat != DEAD && player.loc && is_station_level(player.loc.z) && !iscultist(player) && !isanimal(player))
souls_needed[player] = TRUE
soul_goal = round(1 + LAZYLEN(souls_needed) * 0.75)
INVOKE_ASYNC(src, .proc/begin_the_end)
/obj/singularity/narsie/large/cult/proc/begin_the_end()
sleep(50)
priority_announce("An acausal dimensional event has been detected in your sector. Event has been flagged EXTINCTION-CLASS. Directing all available assets toward simulating solutions. SOLUTION ETA: 60 SECONDS.","Central Command Higher Dimensional Affairs", 'sound/misc/airraid.ogg')
sleep(500)
priority_announce("Simulations on acausal dimensional event complete. Deploying solution package now. Deployment ETA: ONE MINUTE. ","Central Command Higher Dimensional Affairs")
sleep(50)
set_security_level("delta")
SSshuttle.registerHostileEnvironment(src)
SSshuttle.lockdown = TRUE
sleep(600)
if(resolved == FALSE)
resolved = TRUE
sound_to_playing_players('sound/machines/alarm.ogg')
addtimer(CALLBACK(GLOBAL_PROC, .proc/cult_ending_helper), 120)
/obj/singularity/narsie/large/cult/Destroy()
GLOB.cult_narsie = null
return ..()
/proc/ending_helper()
SSticker.force_ending = 1
/proc/cult_ending_helper(var/no_explosion = 0)
if(no_explosion)
Cinematic(CINEMATIC_CULT,world,CALLBACK(GLOBAL_PROC,/proc/ending_helper))
else
Cinematic(CINEMATIC_CULT_NUKE,world,CALLBACK(GLOBAL_PROC,/proc/ending_helper))
//ATTACK GHOST IGNORING PARENT RETURN VALUE
/obj/singularity/narsie/large/attack_ghost(mob/dead/observer/user as mob)
makeNewConstruct(/mob/living/simple_animal/hostile/construct/harvester, user, cultoverride = TRUE, loc_override = src.loc)
/obj/singularity/narsie/process()
if(clashing)
return
eat()
if(!target || prob(5))
pickcultist()
if(istype(target, /obj/structure/destructible/clockwork/massive/ratvar))
move(get_dir(src, target)) //Oh, it's you again.
else
move()
if(prob(25))
mezzer()
/obj/singularity/narsie/Process_Spacemove()
return clashing
/obj/singularity/narsie/Bump(atom/A)
var/turf/T = get_turf(A)
if(T == loc)
T = get_step(A, A.dir) //please don't slam into a window like a bird, Nar'Sie
forceMove(T)
/obj/singularity/narsie/mezzer()
for(var/mob/living/carbon/M in viewers(consume_range, src))
if(M.stat == CONSCIOUS)
if(!iscultist(M))
to_chat(M, "<span class='cultsmall'>You feel conscious thought crumble away in an instant as you gaze upon [src.name]...</span>")
M.apply_effect(60, EFFECT_STUN)
/obj/singularity/narsie/consume(atom/A)
if(isturf(A))
A.narsie_act()
/obj/singularity/narsie/ex_act() //No throwing bombs at her either.
return
/obj/singularity/narsie/proc/pickcultist() //Narsie rewards her cultists with being devoured first, then picks a ghost to follow.
var/list/cultists = list()
var/list/noncultists = list()
for(var/obj/structure/destructible/clockwork/massive/ratvar/enemy in GLOB.poi_list) //Prioritize killing Ratvar
if(enemy.z != z)
continue
acquire(enemy)
return
for(var/mob/living/carbon/food in GLOB.alive_mob_list) //we don't care about constructs or cult-Ians or whatever. cult-monkeys are fair game i guess
var/turf/pos = get_turf(food)
if(!pos || (pos.z != z))
continue
if(iscultist(food))
cultists += food
else
noncultists += food
if(cultists.len) //cultists get higher priority
acquire(pick(cultists))
return
if(noncultists.len)
acquire(pick(noncultists))
return
//no living humans, follow a ghost instead.
for(var/mob/dead/observer/ghost in GLOB.player_list)
if(!ghost.client)
continue
var/turf/pos = get_turf(ghost)
if(!pos || (pos.z != z))
continue
cultists += ghost
if(cultists.len)
acquire(pick(cultists))
return
/obj/singularity/narsie/proc/acquire(atom/food)
if(food == target)
return
to_chat(target, "<span class='cultsmall'>NAR'SIE HAS LOST INTEREST IN YOU.</span>")
target = food
if(ishuman(target))
to_chat(target, "<span class ='cult'>NAR'SIE HUNGERS FOR YOUR SOUL.</span>")
else
to_chat(target, "<span class ='cult'>NAR'SIE HAS CHOSEN YOU TO LEAD HER TO HER NEXT MEAL.</span>")
//Wizard narsie
/obj/singularity/narsie/wizard
grav_pull = 0
/obj/singularity/narsie/wizard/eat()
// if(defer_powernet_rebuild != 2)
// defer_powernet_rebuild = 1
for(var/atom/X in urange(consume_range,src,1))
if(isturf(X) || ismovableatom(X))
consume(X)
// if(defer_powernet_rebuild != 2)
// defer_powernet_rebuild = 0
return
/obj/singularity/narsie/proc/narsie_spawn_animation()
icon = 'icons/obj/narsie_spawn_anim.dmi'
setDir(SOUTH)
move_self = 0
flick("narsie_spawn_anim",src)
sleep(11)
move_self = 1
icon = initial(icon)
@@ -0,0 +1,68 @@
/obj/effect/accelerated_particle
name = "Accelerated Particles"
desc = "Small things moving very fast."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "particle"
anchored = TRUE
density = FALSE
var/movement_range = 10
var/energy = 10
var/speed = 1
/obj/effect/accelerated_particle/weak
movement_range = 8
energy = 5
/obj/effect/accelerated_particle/strong
movement_range = 15
energy = 15
/obj/effect/accelerated_particle/powerful
movement_range = 20
energy = 50
/obj/effect/accelerated_particle/New(loc)
..()
addtimer(CALLBACK(src, .proc/move), 1)
/obj/effect/accelerated_particle/Bump(atom/A)
if(A)
if(isliving(A))
toxmob(A)
else if(istype(A, /obj/machinery/the_singularitygen))
var/obj/machinery/the_singularitygen/S = A
S.energy += energy
else if(istype(A, /obj/singularity))
var/obj/singularity/S = A
S.energy += energy
else if(istype(A, /obj/structure/blob))
var/obj/structure/blob/B = A
B.take_damage(energy*0.6)
movement_range = 0
/obj/effect/accelerated_particle/Crossed(atom/A)
if(isliving(A))
toxmob(A)
/obj/effect/accelerated_particle/ex_act(severity, target)
qdel(src)
/obj/effect/accelerated_particle/singularity_pull()
return
/obj/effect/accelerated_particle/proc/toxmob(mob/living/M)
M.rad_act(energy*6)
/obj/effect/accelerated_particle/proc/move()
if(!step(src,dir))
forceMove(get_step(src,dir))
movement_range--
if(movement_range == 0)
qdel(src)
else
sleep(speed)
move()
@@ -0,0 +1,173 @@
/*Composed of 7 parts :
3 Particle Emitters
1 Power Box
1 Fuel Chamber
1 End Cap
1 Control computer
Setup map
|EC|
CC|FC|
|PB|
PE|PE|PE
*/
#define PA_CONSTRUCTION_UNSECURED 0
#define PA_CONSTRUCTION_UNWIRED 1
#define PA_CONSTRUCTION_PANEL_OPEN 2
#define PA_CONSTRUCTION_COMPLETE 3
/obj/structure/particle_accelerator
name = "Particle Accelerator"
desc = "Part of a Particle Accelerator."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "none"
anchored = FALSE
density = TRUE
max_integrity = 500
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 80)
var/obj/machinery/particle_accelerator/control_box/master = null
var/construction_state = PA_CONSTRUCTION_UNSECURED
var/reference = null
var/powered = 0
var/strength = null
/obj/structure/particle_accelerator/examine(mob/user)
..()
switch(construction_state)
if(PA_CONSTRUCTION_UNSECURED)
to_chat(user, "Looks like it's not attached to the flooring.")
if(PA_CONSTRUCTION_UNWIRED)
to_chat(user, "It is missing some cables.")
if(PA_CONSTRUCTION_PANEL_OPEN)
to_chat(user, "The panel is open.")
/obj/structure/particle_accelerator/Destroy()
construction_state = PA_CONSTRUCTION_UNSECURED
if(master)
master.connected_parts -= src
master.assembled = 0
master = null
return ..()
/obj/structure/particle_accelerator/ComponentInitialize()
. = ..()
AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS )
/obj/structure/particle_accelerator/attackby(obj/item/W, mob/user, params)
var/did_something = FALSE
switch(construction_state)
if(PA_CONSTRUCTION_UNSECURED)
if(istype(W, /obj/item/wrench) && !isinspace())
W.play_tool_sound(src, 75)
anchored = TRUE
user.visible_message("[user.name] secures the [name] to the floor.", \
"You secure the external bolts.")
construction_state = PA_CONSTRUCTION_UNWIRED
did_something = TRUE
if(PA_CONSTRUCTION_UNWIRED)
if(istype(W, /obj/item/wrench))
W.play_tool_sound(src, 75)
anchored = FALSE
user.visible_message("[user.name] detaches the [name] from the floor.", \
"You remove the external bolts.")
construction_state = PA_CONSTRUCTION_UNSECURED
did_something = TRUE
else if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if(CC.use(1))
user.visible_message("[user.name] adds wires to the [name].", \
"You add some wires.")
construction_state = PA_CONSTRUCTION_PANEL_OPEN
did_something = TRUE
if(PA_CONSTRUCTION_PANEL_OPEN)
if(istype(W, /obj/item/wirecutters))//TODO:Shock user if its on?
user.visible_message("[user.name] removes some wires from the [name].", \
"You remove some wires.")
construction_state = PA_CONSTRUCTION_UNWIRED
did_something = TRUE
else if(istype(W, /obj/item/screwdriver))
user.visible_message("[user.name] closes the [name]'s access panel.", \
"You close the access panel.")
construction_state = PA_CONSTRUCTION_COMPLETE
did_something = TRUE
if(PA_CONSTRUCTION_COMPLETE)
if(istype(W, /obj/item/screwdriver))
user.visible_message("[user.name] opens the [name]'s access panel.", \
"You open the access panel.")
construction_state = PA_CONSTRUCTION_PANEL_OPEN
did_something = TRUE
if(did_something)
user.changeNext_move(CLICK_CD_MELEE)
update_state()
update_icon()
return
return ..()
/obj/structure/particle_accelerator/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/metal (loc, 5)
qdel(src)
/obj/structure/particle_accelerator/Move()
. = ..()
if(master && master.active)
master.toggle_power()
investigate_log("was moved whilst active; it <font color='red'>powered down</font>.", INVESTIGATE_SINGULO)
/obj/structure/particle_accelerator/update_icon()
switch(construction_state)
if(PA_CONSTRUCTION_UNSECURED,PA_CONSTRUCTION_UNWIRED)
icon_state="[reference]"
if(PA_CONSTRUCTION_PANEL_OPEN)
icon_state="[reference]w"
if(PA_CONSTRUCTION_COMPLETE)
if(powered)
icon_state="[reference]p[strength]"
else
icon_state="[reference]c"
/obj/structure/particle_accelerator/proc/update_state()
if(master)
master.update_state()
/obj/structure/particle_accelerator/proc/connect_master(obj/O)
if(O.dir == dir)
master = O
return 1
return 0
///////////
// PARTS //
///////////
/obj/structure/particle_accelerator/end_cap
name = "Alpha Particle Generation Array"
desc = "This is where Alpha particles are generated from \[REDACTED\]."
icon_state = "end_cap"
reference = "end_cap"
/obj/structure/particle_accelerator/power_box
name = "Particle Focusing EM Lens"
desc = "This uses electromagnetic waves to focus the Alpha particles."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "power_box"
reference = "power_box"
/obj/structure/particle_accelerator/fuel_chamber
name = "EM Acceleration Chamber"
desc = "This is where the Alpha particles are accelerated to <b><i>radical speeds</i></b>."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "fuel_chamber"
reference = "fuel_chamber"
@@ -0,0 +1,330 @@
/obj/machinery/particle_accelerator/control_box
name = "Particle Accelerator Control Console"
desc = "This controls the density of the particles."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "control_box"
anchored = FALSE
density = TRUE
use_power = NO_POWER_USE
idle_power_usage = 500
active_power_usage = 10000
dir = NORTH
var/strength_upper_limit = 2
var/interface_control = 1
var/list/obj/structure/particle_accelerator/connected_parts
var/assembled = 0
var/construction_state = PA_CONSTRUCTION_UNSECURED
var/active = 0
var/strength = 0
var/powered = 0
mouse_opacity = MOUSE_OPACITY_OPAQUE
/obj/machinery/particle_accelerator/control_box/Initialize()
. = ..()
wires = new /datum/wires/particle_accelerator/control_box(src)
connected_parts = list()
/obj/machinery/particle_accelerator/control_box/Destroy()
if(active)
toggle_power()
for(var/CP in connected_parts)
var/obj/structure/particle_accelerator/part = CP
part.master = null
connected_parts.Cut()
QDEL_NULL(wires)
return ..()
/obj/machinery/particle_accelerator/control_box/attack_hand(mob/user)
. = ..()
if(.)
return
if(construction_state == PA_CONSTRUCTION_COMPLETE)
interact(user)
else if(construction_state == PA_CONSTRUCTION_PANEL_OPEN)
wires.interact(user)
/obj/machinery/particle_accelerator/control_box/proc/update_state()
if(construction_state < PA_CONSTRUCTION_COMPLETE)
use_power = NO_POWER_USE
assembled = 0
active = 0
for(var/CP in connected_parts)
var/obj/structure/particle_accelerator/part = CP
part.strength = null
part.powered = 0
part.update_icon()
connected_parts.Cut()
return
if(!part_scan())
use_power = IDLE_POWER_USE
active = 0
connected_parts.Cut()
/obj/machinery/particle_accelerator/control_box/update_icon()
if(active)
icon_state = "control_boxp1"
else
if(use_power)
if(assembled)
icon_state = "control_boxp"
else
icon_state = "ucontrol_boxp"
else
switch(construction_state)
if(PA_CONSTRUCTION_UNSECURED, PA_CONSTRUCTION_UNWIRED)
icon_state = "control_box"
if(PA_CONSTRUCTION_PANEL_OPEN)
icon_state = "control_boxw"
else
icon_state = "control_boxc"
/obj/machinery/particle_accelerator/control_box/Topic(href, href_list)
if(..())
return
if(!interface_control)
to_chat(usr, "<span class='error'>ERROR: Request timed out. Check wire contacts.</span>")
return
if(href_list["close"])
usr << browse(null, "window=pacontrol")
usr.unset_machine()
return
if(href_list["togglep"])
if(!wires.is_cut(WIRE_POWER))
toggle_power()
else if(href_list["scan"])
part_scan()
else if(href_list["strengthup"])
if(!wires.is_cut(WIRE_STRENGTH))
add_strength()
else if(href_list["strengthdown"])
if(!wires.is_cut(WIRE_STRENGTH))
remove_strength()
updateDialog()
update_icon()
/obj/machinery/particle_accelerator/control_box/proc/strength_change()
for(var/CP in connected_parts)
var/obj/structure/particle_accelerator/part = CP
part.strength = strength
part.update_icon()
/obj/machinery/particle_accelerator/control_box/proc/add_strength(s)
if(assembled && (strength < strength_upper_limit))
strength++
strength_change()
message_admins("PA Control Computer increased to [strength] by [ADMIN_LOOKUPFLW(usr)] in [ADMIN_VERBOSEJMP(src)]")
log_game("PA Control Computer increased to [strength] by [key_name(usr)] in [AREACOORD(src)]")
investigate_log("increased to <font color='red'>[strength]</font> by [key_name(usr)] at [AREACOORD(src)]", INVESTIGATE_SINGULO)
/obj/machinery/particle_accelerator/control_box/proc/remove_strength(s)
if(assembled && (strength > 0))
strength--
strength_change()
message_admins("PA Control Computer decreased to [strength] by [ADMIN_LOOKUPFLW(usr)] in [ADMIN_VERBOSEJMP(src)]")
log_game("PA Control Computer decreased to [strength] by [key_name(usr)] in [AREACOORD(src)]")
investigate_log("decreased to <font color='green'>[strength]</font> by [key_name(usr)] at [AREACOORD(src)]", INVESTIGATE_SINGULO)
/obj/machinery/particle_accelerator/control_box/power_change()
..()
if(stat & NOPOWER)
active = 0
use_power = NO_POWER_USE
else if(!stat && construction_state == PA_CONSTRUCTION_COMPLETE)
use_power = IDLE_POWER_USE
/obj/machinery/particle_accelerator/control_box/process()
if(active)
//a part is missing!
if(connected_parts.len < 6)
investigate_log("lost a connected part; It <font color='red'>powered down</font>.", INVESTIGATE_SINGULO)
toggle_power()
update_icon()
return
//emit some particles
for(var/obj/structure/particle_accelerator/particle_emitter/PE in connected_parts)
PE.emit_particle(strength)
/obj/machinery/particle_accelerator/control_box/proc/part_scan()
var/ldir = turn(dir,-90)
var/rdir = turn(dir,90)
var/odir = turn(dir,180)
var/turf/T = loc
assembled = 0
critical_machine = FALSE
var/obj/structure/particle_accelerator/fuel_chamber/F = locate() in orange(1,src)
if(!F)
return 0
setDir(F.dir)
connected_parts.Cut()
T = get_step(T,rdir)
if(!check_part(T, /obj/structure/particle_accelerator/fuel_chamber))
return 0
T = get_step(T,odir)
if(!check_part(T, /obj/structure/particle_accelerator/end_cap))
return 0
T = get_step(T,dir)
T = get_step(T,dir)
if(!check_part(T, /obj/structure/particle_accelerator/power_box))
return 0
T = get_step(T,dir)
if(!check_part(T, /obj/structure/particle_accelerator/particle_emitter/center))
return 0
T = get_step(T,ldir)
if(!check_part(T, /obj/structure/particle_accelerator/particle_emitter/left))
return 0
T = get_step(T,rdir)
T = get_step(T,rdir)
if(!check_part(T, /obj/structure/particle_accelerator/particle_emitter/right))
return 0
assembled = 1
critical_machine = TRUE //Only counts if the PA is actually assembled.
return 1
/obj/machinery/particle_accelerator/control_box/proc/check_part(turf/T, type)
var/obj/structure/particle_accelerator/PA = locate(/obj/structure/particle_accelerator) in T
if(istype(PA, type) && (PA.construction_state == PA_CONSTRUCTION_COMPLETE))
if(PA.connect_master(src))
connected_parts.Add(PA)
return 1
return 0
/obj/machinery/particle_accelerator/control_box/proc/toggle_power()
active = !active
investigate_log("turned [active?"<font color='green'>ON</font>":"<font color='red'>OFF</font>"] by [usr ? key_name(usr) : "outside forces"] at [AREACOORD(src)]", INVESTIGATE_SINGULO)
message_admins("PA Control Computer turned [active ?"ON":"OFF"] by [usr ? ADMIN_LOOKUPFLW(usr) : "outside forces"] in [ADMIN_VERBOSEJMP(src)]")
log_game("PA Control Computer turned [active ?"ON":"OFF"] by [usr ? "[key_name(usr)]" : "outside forces"] at [AREACOORD(src)]")
if(active)
use_power = ACTIVE_POWER_USE
for(var/CP in connected_parts)
var/obj/structure/particle_accelerator/part = CP
part.strength = strength
part.powered = 1
part.update_icon()
else
use_power = IDLE_POWER_USE
for(var/CP in connected_parts)
var/obj/structure/particle_accelerator/part = CP
part.strength = null
part.powered = 0
part.update_icon()
return 1
/obj/machinery/particle_accelerator/control_box/ui_interact(mob/user)
. = ..()
if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
if(!issilicon(user))
user.unset_machine()
user << browse(null, "window=pacontrol")
return
var/dat = ""
dat += "<A href='?src=[REF(src)];close=1'>Close</A><BR><BR>"
dat += "<h3>Status</h3>"
if(!assembled)
dat += "Unable to detect all parts!<BR>"
dat += "<A href='?src=[REF(src)];scan=1'>Run Scan</A><BR><BR>"
else
dat += "All parts in place.<BR><BR>"
dat += "Power:"
if(active)
dat += "On<BR>"
else
dat += "Off <BR>"
dat += "<A href='?src=[REF(src)];togglep=1'>Toggle Power</A><BR><BR>"
dat += "Particle Strength: [strength] "
dat += "<A href='?src=[REF(src)];strengthdown=1'>--</A>|<A href='?src=[REF(src)];strengthup=1'>++</A><BR><BR>"
var/datum/browser/popup = new(user, "pacontrol", name, 420, 300)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
/obj/machinery/particle_accelerator/control_box/examine(mob/user)
..()
switch(construction_state)
if(PA_CONSTRUCTION_UNSECURED)
to_chat(user, "Looks like it's not attached to the flooring.")
if(PA_CONSTRUCTION_UNWIRED)
to_chat(user, "It is missing some cables.")
if(PA_CONSTRUCTION_PANEL_OPEN)
to_chat(user, "The panel is open.")
/obj/machinery/particle_accelerator/control_box/attackby(obj/item/W, mob/user, params)
var/did_something = FALSE
switch(construction_state)
if(PA_CONSTRUCTION_UNSECURED)
if(istype(W, /obj/item/wrench) && !isinspace())
W.play_tool_sound(src, 75)
anchored = TRUE
user.visible_message("[user.name] secures the [name] to the floor.", \
"You secure the external bolts.")
construction_state = PA_CONSTRUCTION_UNWIRED
did_something = TRUE
if(PA_CONSTRUCTION_UNWIRED)
if(istype(W, /obj/item/wrench))
W.play_tool_sound(src, 75)
anchored = FALSE
user.visible_message("[user.name] detaches the [name] from the floor.", \
"You remove the external bolts.")
construction_state = PA_CONSTRUCTION_UNSECURED
did_something = TRUE
else if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if(CC.use(1))
user.visible_message("[user.name] adds wires to the [name].", \
"You add some wires.")
construction_state = PA_CONSTRUCTION_PANEL_OPEN
did_something = TRUE
if(PA_CONSTRUCTION_PANEL_OPEN)
if(istype(W, /obj/item/wirecutters))//TODO:Shock user if its on?
user.visible_message("[user.name] removes some wires from the [name].", \
"You remove some wires.")
construction_state = PA_CONSTRUCTION_UNWIRED
did_something = TRUE
else if(istype(W, /obj/item/screwdriver))
user.visible_message("[user.name] closes the [name]'s access panel.", \
"You close the access panel.")
construction_state = PA_CONSTRUCTION_COMPLETE
did_something = TRUE
if(PA_CONSTRUCTION_COMPLETE)
if(istype(W, /obj/item/screwdriver))
user.visible_message("[user.name] opens the [name]'s access panel.", \
"You open the access panel.")
construction_state = PA_CONSTRUCTION_PANEL_OPEN
did_something = TRUE
if(did_something)
user.changeNext_move(CLICK_CD_MELEE)
update_state()
update_icon()
return
..()
/obj/machinery/particle_accelerator/control_box/blob_act(obj/structure/blob/B)
if(prob(50))
qdel(src)
#undef PA_CONSTRUCTION_UNSECURED
#undef PA_CONSTRUCTION_UNWIRED
#undef PA_CONSTRUCTION_PANEL_OPEN
#undef PA_CONSTRUCTION_COMPLETE
@@ -0,0 +1,43 @@
/obj/structure/particle_accelerator/particle_emitter
name = "EM Containment Grid"
desc = "This launches the Alpha particles, might not want to stand near this end."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "none"
var/fire_delay = 50
var/last_shot = 0
/obj/structure/particle_accelerator/particle_emitter/center
icon_state = "emitter_center"
reference = "emitter_center"
/obj/structure/particle_accelerator/particle_emitter/left
icon_state = "emitter_left"
reference = "emitter_left"
/obj/structure/particle_accelerator/particle_emitter/right
icon_state = "emitter_right"
reference = "emitter_right"
/obj/structure/particle_accelerator/particle_emitter/proc/set_delay(delay)
if(delay >= 0)
fire_delay = delay
return 1
return 0
/obj/structure/particle_accelerator/particle_emitter/proc/emit_particle(strength = 0)
if((last_shot + fire_delay) <= world.time)
last_shot = world.time
var/turf/T = get_turf(src)
var/obj/effect/accelerated_particle/P
switch(strength)
if(0)
P = new/obj/effect/accelerated_particle/weak(T)
if(1)
P = new/obj/effect/accelerated_particle(T)
if(2)
P = new/obj/effect/accelerated_particle/strong(T)
if(3)
P = new/obj/effect/accelerated_particle/powerful(T)
P.setDir(dir)
return 1
return 0
@@ -0,0 +1,446 @@
/obj/singularity
name = "gravitational singularity"
desc = "A gravitational singularity."
icon = 'icons/obj/singularity.dmi'
icon_state = "singularity_s1"
anchored = TRUE
density = TRUE
layer = MASSIVE_OBJ_LAYER
light_range = 6
appearance_flags = 0
var/current_size = 1
var/allowed_size = 1
var/contained = 1 //Are we going to move around?
var/energy = 100 //How strong are we?
var/dissipate = 1 //Do we lose energy over time?
var/dissipate_delay = 10
var/dissipate_track = 0
var/dissipate_strength = 1 //How much energy do we lose?
var/move_self = 1 //Do we move on our own?
var/grav_pull = 4 //How many tiles out do we pull?
var/consume_range = 0 //How many tiles out do we eat
var/event_chance = 10 //Prob for event each tick
var/target = null //its target. moves towards the target if it has one
var/last_failed_movement = 0//Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing
var/last_warning
var/consumedSupermatter = 0 //If the singularity has eaten a supermatter shard and can go to stage six
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
obj_flags = CAN_BE_HIT | DANGEROUS_POSSESSION
/obj/singularity/Initialize(mapload, starting_energy = 50)
//CARN: admin-alert for chuckle-fuckery.
admin_investigate_setup()
src.energy = starting_energy
. = ..()
START_PROCESSING(SSobj, src)
GLOB.poi_list |= src
GLOB.singularities |= src
for(var/obj/machinery/power/singularity_beacon/singubeacon in GLOB.machines)
if(singubeacon.active)
target = singubeacon
break
return
/obj/singularity/Destroy()
STOP_PROCESSING(SSobj, src)
GLOB.poi_list.Remove(src)
GLOB.singularities.Remove(src)
return ..()
/obj/singularity/Move(atom/newloc, direct)
if(current_size >= STAGE_FIVE || check_turfs_in(direct))
last_failed_movement = 0//Reset this because we moved
return ..()
else
last_failed_movement = direct
return 0
/obj/singularity/attack_hand(mob/user)
consume(user)
return TRUE
/obj/singularity/attack_paw(mob/user)
consume(user)
/obj/singularity/attack_alien(mob/user)
consume(user)
/obj/singularity/attack_animal(mob/user)
consume(user)
/obj/singularity/attackby(obj/item/W, mob/user, params)
consume(user)
return 1
/obj/singularity/Process_Spacemove() //The singularity stops drifting for no man!
return 0
/obj/singularity/blob_act(obj/structure/blob/B)
return
/obj/singularity/attack_tk(mob/user)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.visible_message("<span class='danger'>[C]'s head begins to collapse in on itself!</span>", "<span class='userdanger'>Your head feels like it's collapsing in on itself! This was really not a good idea!</span>", "<span class='italics'>You hear something crack and explode in gore.</span>")
var/turf/T = get_turf(C)
for(var/i in 1 to 3)
C.apply_damage(30, BRUTE, BODY_ZONE_HEAD)
new /obj/effect/gibspawner/generic(T)
sleep(1)
C.ghostize()
var/obj/item/bodypart/head/rip_u = C.get_bodypart(BODY_ZONE_HEAD)
rip_u.dismember(BURN) //nice try jedi
qdel(rip_u)
/obj/singularity/ex_act(severity, target)
switch(severity)
if(1)
if(current_size <= STAGE_TWO)
investigate_log("has been destroyed by a heavy explosion.", INVESTIGATE_SINGULO)
qdel(src)
return
else
energy -= round(((energy+1)/2),1)
if(2)
energy -= round(((energy+1)/3),1)
if(3)
energy -= round(((energy+1)/4),1)
return
/obj/singularity/bullet_act(obj/item/projectile/P)
return 0 //Will there be an impact? Who knows. Will we see it? No.
/obj/singularity/Bump(atom/A)
consume(A)
return
/obj/singularity/Bumped(atom/movable/AM)
consume(AM)
/obj/singularity/process()
if(current_size >= STAGE_TWO)
move()
radiation_pulse(src, min(5000, (energy*4.5)+1000), RAD_DISTANCE_COEFFICIENT*0.5)
if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit
event()
eat()
dissipate()
check_energy()
return
/obj/singularity/attack_ai() //to prevent ais from gibbing themselves when they click on one.
return
/obj/singularity/proc/admin_investigate_setup()
var/turf/T = get_turf(src)
last_warning = world.time
var/count = locate(/obj/machinery/field/containment) in urange(30, src, 1)
if(!count)
message_admins("A singulo has been created without containment fields active at [ADMIN_VERBOSEJMP(T)].")
investigate_log("was created at [AREACOORD(T)]. [count?"":"<font color='red'>No containment fields were active</font>"]", INVESTIGATE_SINGULO)
/obj/singularity/proc/dissipate()
if(!dissipate)
return
if(dissipate_track >= dissipate_delay)
src.energy -= dissipate_strength
dissipate_track = 0
else
dissipate_track++
/obj/singularity/proc/expand(force_size = 0)
var/temp_allowed_size = src.allowed_size
if(force_size)
temp_allowed_size = force_size
if(temp_allowed_size >= STAGE_SIX && !consumedSupermatter)
temp_allowed_size = STAGE_FIVE
switch(temp_allowed_size)
if(STAGE_ONE)
current_size = STAGE_ONE
icon = 'icons/obj/singularity.dmi'
icon_state = "singularity_s1"
pixel_x = 0
pixel_y = 0
grav_pull = 4
consume_range = 0
dissipate_delay = 10
dissipate_track = 0
dissipate_strength = 1
if(STAGE_TWO)
if(check_cardinals_range(1, TRUE))
current_size = STAGE_TWO
icon = 'icons/effects/96x96.dmi'
icon_state = "singularity_s3"
pixel_x = -32
pixel_y = -32
grav_pull = 6
consume_range = 1
dissipate_delay = 5
dissipate_track = 0
dissipate_strength = 5
if(STAGE_THREE)
if(check_cardinals_range(2, TRUE))
current_size = STAGE_THREE
icon = 'icons/effects/160x160.dmi'
icon_state = "singularity_s5"
pixel_x = -64
pixel_y = -64
grav_pull = 8
consume_range = 2
dissipate_delay = 4
dissipate_track = 0
dissipate_strength = 20
if(STAGE_FOUR)
if(check_cardinals_range(3, TRUE))
current_size = STAGE_FOUR
icon = 'icons/effects/224x224.dmi'
icon_state = "singularity_s7"
pixel_x = -96
pixel_y = -96
grav_pull = 10
consume_range = 3
dissipate_delay = 10
dissipate_track = 0
dissipate_strength = 10
if(STAGE_FIVE)//this one also lacks a check for gens because it eats everything
current_size = STAGE_FIVE
icon = 'icons/effects/288x288.dmi'
icon_state = "singularity_s9"
pixel_x = -128
pixel_y = -128
grav_pull = 10
consume_range = 4
dissipate = 0 //It cant go smaller due to e loss
if(STAGE_SIX) //This only happens if a stage 5 singulo consumes a supermatter shard.
current_size = STAGE_SIX
icon = 'icons/effects/352x352.dmi'
icon_state = "singularity_s11"
pixel_x = -160
pixel_y = -160
grav_pull = 15
consume_range = 5
dissipate = 0
if(current_size == allowed_size)
investigate_log("<font color='red'>grew to size [current_size]</font>", INVESTIGATE_SINGULO)
return 1
else if(current_size < (--temp_allowed_size))
expand(temp_allowed_size)
else
return 0
/obj/singularity/proc/check_energy()
if(energy <= 0)
investigate_log("collapsed.", INVESTIGATE_SINGULO)
qdel(src)
return 0
switch(energy)//Some of these numbers might need to be changed up later -Mport
if(1 to 199)
allowed_size = STAGE_ONE
if(200 to 499)
allowed_size = STAGE_TWO
if(500 to 999)
allowed_size = STAGE_THREE
if(1000 to 1999)
allowed_size = STAGE_FOUR
if(2000 to INFINITY)
if(energy >= 3000 && consumedSupermatter)
allowed_size = STAGE_SIX
else
allowed_size = STAGE_FIVE
if(current_size != allowed_size)
expand()
return 1
/obj/singularity/proc/eat()
for(var/tile in spiral_range_turfs(grav_pull, src))
var/turf/T = tile
if(!T || !isturf(loc))
continue
if(get_dist(T, src) > consume_range)
T.singularity_pull(src, current_size)
else
consume(T)
for(var/thing in T)
if(isturf(loc) && thing != src)
var/atom/movable/X = thing
if(get_dist(X, src) > consume_range)
X.singularity_pull(src, current_size)
else
consume(X)
CHECK_TICK
return
/obj/singularity/proc/consume(atom/A)
var/gain = A.singularity_act(current_size, src)
src.energy += gain
if(istype(A, /obj/machinery/power/supermatter_crystal) && !consumedSupermatter)
desc = "[initial(desc)] It glows fiercely with inner fire."
name = "supermatter-charged [initial(name)]"
consumedSupermatter = 1
set_light(10)
return
/obj/singularity/proc/move(force_move = 0)
if(!move_self)
return 0
var/movement_dir = pick(GLOB.alldirs - last_failed_movement)
if(force_move)
movement_dir = force_move
if(target && prob(60))
movement_dir = get_dir(src,target) //moves to a singulo beacon, if there is one
step(src, movement_dir)
/obj/singularity/proc/check_cardinals_range(steps, retry_with_move = FALSE)
. = length(GLOB.cardinals) //Should be 4.
for(var/i in GLOB.cardinals)
. -= check_turfs_in(i, steps) //-1 for each working direction
if(. && retry_with_move) //If there's still a positive value it means it didn't pass. Retry with move if applicable
for(var/i in GLOB.cardinals)
if(step(src, i)) //Move in each direction.
if(check_cardinals_range(steps, FALSE)) //New location passes, return true.
return TRUE
. = !.
/obj/singularity/proc/check_turfs_in(direction = 0, step = 0)
if(!direction)
return 0
var/steps = 0
if(!step)
switch(current_size)
if(STAGE_ONE)
steps = 1
if(STAGE_TWO)
steps = 3//Yes this is right
if(STAGE_THREE)
steps = 3
if(STAGE_FOUR)
steps = 4
if(STAGE_FIVE)
steps = 5
else
steps = step
var/list/turfs = list()
var/turf/T = src.loc
for(var/i = 1 to steps)
T = get_step(T,direction)
if(!isturf(T))
return 0
turfs.Add(T)
var/dir2 = 0
var/dir3 = 0
switch(direction)
if(NORTH||SOUTH)
dir2 = 4
dir3 = 8
if(EAST||WEST)
dir2 = 1
dir3 = 2
var/turf/T2 = T
for(var/j = 1 to steps-1)
T2 = get_step(T2,dir2)
if(!isturf(T2))
return 0
turfs.Add(T2)
for(var/k = 1 to steps-1)
T = get_step(T,dir3)
if(!isturf(T))
return 0
turfs.Add(T)
for(var/turf/T3 in turfs)
if(isnull(T3))
continue
if(!can_move(T3))
return 0
return 1
/obj/singularity/proc/can_move(turf/T)
if(!T)
return 0
if((locate(/obj/machinery/field/containment) in T)||(locate(/obj/machinery/shieldwall) in T))
return 0
else if(locate(/obj/machinery/field/generator) in T)
var/obj/machinery/field/generator/G = locate(/obj/machinery/field/generator) in T
if(G && G.active)
return 0
else if(locate(/obj/machinery/shieldwallgen) in T)
var/obj/machinery/shieldwallgen/S = locate(/obj/machinery/shieldwallgen) in T
if(S && S.active)
return 0
return 1
/obj/singularity/proc/event()
var/numb = rand(1,4)
switch(numb)
if(1)//EMP
emp_area()
if(2)//Stun mobs who lack optic scanners
mezzer()
if(3,4) //Sets all nearby mobs on fire
if(current_size < STAGE_SIX)
return 0
combust_mobs()
else
return 0
return 1
/obj/singularity/proc/combust_mobs()
for(var/mob/living/carbon/C in urange(20, src, 1))
C.visible_message("<span class='warning'>[C]'s skin bursts into flame!</span>", \
"<span class='userdanger'>You feel an inner fire as your skin bursts into flames!</span>")
C.adjust_fire_stacks(5)
C.IgniteMob()
return
/obj/singularity/proc/mezzer()
for(var/mob/living/carbon/M in oviewers(8, src))
if(isbrain(M)) //Ignore brains
continue
if(M.stat == CONSCIOUS)
if (ishuman(M))
var/mob/living/carbon/human/H = M
if(istype(H.glasses, /obj/item/clothing/glasses/meson))
var/obj/item/clothing/glasses/meson/MS = H.glasses
if(MS.vision_flags == SEE_TURFS)
to_chat(H, "<span class='notice'>You look directly into the [src.name], good thing you had your protective eyewear on!</span>")
return
M.apply_effect(60, EFFECT_STUN)
M.visible_message("<span class='danger'>[M] stares blankly at the [src.name]!</span>", \
"<span class='userdanger'>You look directly into the [src.name] and feel weak.</span>")
return
/obj/singularity/proc/emp_area()
empulse(src, 8, 10)
return
/obj/singularity/singularity_act()
var/gain = (energy/2)
var/dist = max((current_size - 2),1)
explosion(src.loc,(dist),(dist*2),(dist*4))
qdel(src)
return(gain)
+447
View File
@@ -0,0 +1,447 @@
// the SMES
// stores power
#define SMESRATE 0.05 // rate of internal charge to external power
//Cache defines
#define SMES_CLEVEL_1 1
#define SMES_CLEVEL_2 2
#define SMES_CLEVEL_3 3
#define SMES_CLEVEL_4 4
#define SMES_CLEVEL_5 5
#define SMES_OUTPUTTING 6
#define SMES_NOT_OUTPUTTING 7
#define SMES_INPUTTING 8
#define SMES_INPUT_ATTEMPT 9
/obj/machinery/power/smes
name = "power storage unit"
desc = "A high-capacity superconducting magnetic energy storage (SMES) unit."
icon_state = "smes"
density = TRUE
use_power = NO_POWER_USE
circuit = /obj/item/circuitboard/machine/smes
var/capacity = 5e6 // maximum charge
var/charge = 0 // actual charge
var/input_attempt = TRUE // TRUE = attempting to charge, FALSE = not attempting to charge
var/inputting = TRUE // TRUE = actually inputting, FALSE = not inputting
var/input_level = 50000 // amount of power the SMES attempts to charge by
var/input_level_max = 200000 // cap on input_level
var/input_available = 0 // amount of charge available from input last tick
var/output_attempt = TRUE // TRUE = attempting to output, FALSE = not attempting to output
var/outputting = TRUE // TRUE = actually outputting, FALSE = not outputting
var/output_level = 50000 // amount of power the SMES attempts to output
var/output_level_max = 200000 // cap on output_level
var/output_used = 0 // amount of power actually outputted. may be less than output_level if the powernet returns excess power
var/obj/machinery/power/terminal/terminal = null
/obj/machinery/power/smes/examine(user)
..()
if(!terminal)
to_chat(user, "<span class='warning'>This SMES has no power terminal!</span>")
/obj/machinery/power/smes/Initialize()
. = ..()
dir_loop:
for(var/d in GLOB.cardinals)
var/turf/T = get_step(src, d)
for(var/obj/machinery/power/terminal/term in T)
if(term && term.dir == turn(d, 180))
terminal = term
break dir_loop
if(!terminal)
stat |= BROKEN
return
terminal.master = src
update_icon()
/obj/machinery/power/smes/RefreshParts()
var/IO = 0
var/MC = 0
var/C
for(var/obj/item/stock_parts/capacitor/CP in component_parts)
IO += CP.rating
input_level_max = initial(input_level_max) * IO
output_level_max = initial(output_level_max) * IO
for(var/obj/item/stock_parts/cell/PC in component_parts)
MC += PC.maxcharge
C += PC.charge
capacity = MC / (15000) * 1e6
if(!initial(charge) && !charge)
charge = C / 15000 * 1e6
/obj/machinery/power/smes/attackby(obj/item/I, mob/user, params)
//opening using screwdriver
if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-o", initial(icon_state), I))
update_icon()
return
//changing direction using wrench
if(default_change_direction_wrench(user, I))
terminal = null
var/turf/T = get_step(src, dir)
for(var/obj/machinery/power/terminal/term in T)
if(term && term.dir == turn(dir, 180))
terminal = term
terminal.master = src
to_chat(user, "<span class='notice'>Terminal found.</span>")
break
if(!terminal)
to_chat(user, "<span class='alert'>No power terminal found.</span>")
return
stat &= ~BROKEN
update_icon()
return
//building and linking a terminal
if(istype(I, /obj/item/stack/cable_coil))
var/dir = get_dir(user,src)
if(dir & (dir-1))//we don't want diagonal click
return
if(terminal) //is there already a terminal ?
to_chat(user, "<span class='warning'>This SMES already has a power terminal!</span>")
return
if(!panel_open) //is the panel open ?
to_chat(user, "<span class='warning'>You must open the maintenance panel first!</span>")
return
var/turf/T = get_turf(user)
if (T.intact) //is the floor plating removed ?
to_chat(user, "<span class='warning'>You must first remove the floor plating!</span>")
return
var/obj/item/stack/cable_coil/C = I
if(C.get_amount() < 10)
to_chat(user, "<span class='warning'>You need more wires!</span>")
return
to_chat(user, "<span class='notice'>You start building the power terminal...</span>")
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
if(do_after(user, 20, target = src) && C.get_amount() >= 10)
if(C.get_amount() < 10 || !C)
return
var/obj/structure/cable/N = T.get_cable_node() //get the connecting node cable, if there's one
if (prob(50) && electrocute_mob(usr, N, N, 1, TRUE)) //animate the electrocution if uncautious and unlucky
do_sparks(5, TRUE, src)
return
C.use(10)
user.visible_message(\
"[user.name] has built a power terminal.",\
"<span class='notice'>You build the power terminal.</span>")
//build the terminal and link it to the network
make_terminal(T)
terminal.connect_to_network()
connect_to_network()
return
//crowbarring it !
var/turf/T = get_turf(src)
if(default_deconstruction_crowbar(I))
message_admins("[src] has been deconstructed by [ADMIN_LOOKUPFLW(user)] in [ADMIN_VERBOSEJMP(T)]")
log_game("[src] has been deconstructed by [key_name(user)] at [AREACOORD(src)]")
investigate_log("SMES deconstructed by [key_name(user)] at [AREACOORD(src)]", INVESTIGATE_SINGULO)
return
else if(panel_open && istype(I, /obj/item/crowbar))
return
return ..()
/obj/machinery/power/smes/wirecutter_act(mob/living/user, obj/item/I)
//disassembling the terminal
if(terminal && panel_open)
terminal.dismantle(user, I)
return TRUE
/obj/machinery/power/smes/default_deconstruction_crowbar(obj/item/crowbar/C)
if(istype(C) && terminal)
to_chat(usr, "<span class='warning'>You must first remove the power terminal!</span>")
return FALSE
return ..()
/obj/machinery/power/smes/on_deconstruction()
for(var/obj/item/stock_parts/cell/cell in component_parts)
cell.charge = (charge / capacity) * cell.maxcharge
/obj/machinery/power/smes/Destroy()
if(SSticker.IsRoundInProgress())
var/turf/T = get_turf(src)
message_admins("SMES deleted at [ADMIN_VERBOSEJMP(T)]")
log_game("SMES deleted at [AREACOORD(T)]")
investigate_log("<font color='red'>deleted</font> at [AREACOORD(T)]", INVESTIGATE_SINGULO)
if(terminal)
disconnect_terminal()
return ..()
// create a terminal object pointing towards the SMES
// wires will attach to this
/obj/machinery/power/smes/proc/make_terminal(turf/T)
terminal = new/obj/machinery/power/terminal(T)
terminal.setDir(get_dir(T,src))
terminal.master = src
stat &= ~BROKEN
/obj/machinery/power/smes/disconnect_terminal()
if(terminal)
terminal.master = null
terminal = null
stat |= BROKEN
/obj/machinery/power/smes/update_icon()
cut_overlays()
if(stat & BROKEN)
return
if(panel_open)
return
if(outputting)
add_overlay("smes-op1")
else
add_overlay("smes-op0")
if(inputting)
add_overlay("smes-oc1")
else
if(input_attempt)
add_overlay("smes-oc0")
var/clevel = chargedisplay()
if(clevel>0)
add_overlay("smes-og[clevel]")
/obj/machinery/power/smes/proc/chargedisplay()
return CLAMP(round(5.5*charge/capacity),0,5)
/obj/machinery/power/smes/process()
if(stat & BROKEN)
return
//store machine state to see if we need to update the icon overlays
var/last_disp = chargedisplay()
var/last_chrg = inputting
var/last_onln = outputting
//inputting
if(terminal && input_attempt)
input_available = terminal.surplus()
if(inputting)
if(input_available > 0) // if there's power available, try to charge
var/load = min(min((capacity-charge)/SMESRATE, input_level), input_available) // charge at set rate, limited to spare capacity
charge += load * SMESRATE // increase the charge
terminal.add_load(load) // add the load to the terminal side network
else // if not enough capcity
inputting = FALSE // stop inputting
else
if(input_attempt && input_available > 0)
inputting = TRUE
else
inputting = FALSE
//outputting
if(output_attempt)
if(outputting)
output_used = min( charge/SMESRATE, output_level) //limit output to that stored
if (add_avail(output_used)) // add output to powernet if it exists (smes side)
charge -= output_used*SMESRATE // reduce the storage (may be recovered in /restore() if excessive)
else
outputting = FALSE
if(output_used < 0.0001) // either from no charge or set to 0
outputting = FALSE
investigate_log("lost power and turned <font color='red'>off</font>", INVESTIGATE_SINGULO)
else if(output_attempt && charge > output_level && output_level > 0)
outputting = TRUE
else
output_used = 0
else
outputting = FALSE
// only update icon if state changed
if(last_disp != chargedisplay() || last_chrg != inputting || last_onln != outputting)
update_icon()
// called after all power processes are finished
// restores charge level to smes if there was excess this ptick
/obj/machinery/power/smes/proc/restore()
if(stat & BROKEN)
return
if(!outputting)
output_used = 0
return
var/excess = powernet.netexcess // this was how much wasn't used on the network last ptick, minus any removed by other SMESes
excess = min(output_used, excess) // clamp it to how much was actually output by this SMES last ptick
excess = min((capacity-charge)/SMESRATE, excess) // for safety, also limit recharge by space capacity of SMES (shouldn't happen)
// now recharge this amount
var/clev = chargedisplay()
charge += excess * SMESRATE // restore unused power
powernet.netexcess -= excess // remove the excess from the powernet, so later SMESes don't try to use it
output_used -= excess
if(clev != chargedisplay() ) //if needed updates the icons overlay
update_icon()
return
/obj/machinery/power/smes/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "smes", name, 340, 440, master_ui, state)
ui.open()
/obj/machinery/power/smes/ui_data()
var/list/data = list(
"capacityPercent" = round(100*charge/capacity, 0.1),
"capacity" = capacity,
"charge" = charge,
"inputAttempt" = input_attempt,
"inputting" = inputting,
"inputLevel" = input_level,
"inputLevel_text" = DisplayPower(input_level),
"inputLevelMax" = input_level_max,
"inputAvailable" = DisplayPower(input_available),
"outputAttempt" = output_attempt,
"outputting" = outputting,
"outputLevel" = output_level,
"outputLevel_text" = DisplayPower(output_level),
"outputLevelMax" = output_level_max,
"outputUsed" = DisplayPower(output_used)
)
return data
/obj/machinery/power/smes/ui_act(action, params)
if(..())
return
switch(action)
if("tryinput")
input_attempt = !input_attempt
log_smes(usr)
update_icon()
. = TRUE
if("tryoutput")
output_attempt = !output_attempt
log_smes(usr)
update_icon()
. = TRUE
if("input")
var/target = params["target"]
var/adjust = text2num(params["adjust"])
if(target == "input")
target = input("New input target (0-[input_level_max]):", name, input_level) as num|null
if(!isnull(target) && !..())
. = TRUE
else if(target == "min")
target = 0
. = TRUE
else if(target == "max")
target = input_level_max
. = TRUE
else if(adjust)
target = input_level + adjust
. = TRUE
else if(text2num(target) != null)
target = text2num(target)
. = TRUE
if(.)
input_level = CLAMP(target, 0, input_level_max)
log_smes(usr)
if("output")
var/target = params["target"]
var/adjust = text2num(params["adjust"])
if(target == "input")
target = input("New output target (0-[output_level_max]):", name, output_level) as num|null
if(!isnull(target) && !..())
. = TRUE
else if(target == "min")
target = 0
. = TRUE
else if(target == "max")
target = output_level_max
. = TRUE
else if(adjust)
target = output_level + adjust
. = TRUE
else if(text2num(target) != null)
target = text2num(target)
. = TRUE
if(.)
output_level = CLAMP(target, 0, output_level_max)
log_smes(usr)
/obj/machinery/power/smes/proc/log_smes(mob/user)
investigate_log("input/output; [input_level>output_level?"<font color='green'>":"<font color='red'>"][input_level]/[output_level]</font> | Charge: [charge] | Output-mode: [output_attempt?"<font color='green'>on</font>":"<font color='red'>off</font>"] | Input-mode: [input_attempt?"<font color='green'>auto</font>":"<font color='red'>off</font>"] by [user ? key_name(user) : "outside forces"]", INVESTIGATE_SINGULO)
/obj/machinery/power/smes/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
input_attempt = rand(0,1)
inputting = input_attempt
output_attempt = rand(0,1)
outputting = output_attempt
output_level = rand(0, output_level_max)
input_level = rand(0, input_level_max)
charge -= 1e6/severity
if (charge < 0)
charge = 0
update_icon()
log_smes()
/obj/machinery/power/smes/engineering
charge = 1.5e6 // Engineering starts with some charge for singulo
/obj/machinery/power/smes/magical
name = "magical power storage unit"
desc = "A high-capacity superconducting magnetic energy storage (SMES) unit. Magically produces power."
/obj/machinery/power/smes/magical/process()
capacity = INFINITY
charge = INFINITY
..()
#undef SMESRATE
#undef SMES_CLEVEL_1
#undef SMES_CLEVEL_2
#undef SMES_CLEVEL_3
#undef SMES_CLEVEL_4
#undef SMES_CLEVEL_5
#undef SMES_OUTPUTTING
#undef SMES_NOT_OUTPUTTING
#undef SMES_INPUTTING
#undef SMES_INPUT_ATTEMPT
+487
View File
@@ -0,0 +1,487 @@
#define SOLAR_MAX_DIST 40
#define SOLARGENRATE 1500
/obj/machinery/power/solar
name = "solar panel"
desc = "A solar panel. Generates electricity when in contact with sunlight."
icon = 'goon/icons/obj/power.dmi'
icon_state = "sp_base"
density = TRUE
use_power = NO_POWER_USE
idle_power_usage = 0
active_power_usage = 0
var/id = 0
max_integrity = 150
integrity_failure = 50
var/obscured = 0
var/sunfrac = 0
var/adir = SOUTH // actual dir
var/ndir = SOUTH // target dir
var/turn_angle = 0
var/obj/machinery/power/solar_control/control = null
/obj/machinery/power/solar/Initialize(mapload, obj/item/solar_assembly/S)
. = ..()
Make(S)
connect_to_network()
/obj/machinery/power/solar/Destroy()
unset_control() //remove from control computer
return ..()
//set the control of the panel to a given computer if closer than SOLAR_MAX_DIST
/obj/machinery/power/solar/proc/set_control(obj/machinery/power/solar_control/SC)
if(!SC || (get_dist(src, SC) > SOLAR_MAX_DIST))
return 0
control = SC
SC.connected_panels |= src
return 1
//set the control of the panel to null and removes it from the control list of the previous control computer if needed
/obj/machinery/power/solar/proc/unset_control()
if(control)
control.connected_panels.Remove(src)
control = null
/obj/machinery/power/solar/proc/Make(obj/item/solar_assembly/S)
if(!S)
S = new /obj/item/solar_assembly(src)
S.glass_type = /obj/item/stack/sheet/glass
S.anchored = TRUE
else
S.forceMove(src)
if(S.glass_type == /obj/item/stack/sheet/rglass) //if the panel is in reinforced glass
max_integrity *= 2 //this need to be placed here, because panels already on the map don't have an assembly linked to
obj_integrity = max_integrity
update_icon()
/obj/machinery/power/solar/crowbar_act(mob/user, obj/item/I)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user.visible_message("[user] begins to take the glass off [src].", "<span class='notice'>You begin to take the glass off [src]...</span>")
if(I.use_tool(src, user, 50))
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
user.visible_message("[user] takes the glass off [src].", "<span class='notice'>You take the glass off [src].</span>")
deconstruct(TRUE)
return TRUE
/obj/machinery/power/solar/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(stat & BROKEN)
playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 60, 1)
else
playsound(loc, 'sound/effects/glasshit.ogg', 90, 1)
if(BURN)
playsound(loc, 'sound/items/welder.ogg', 100, 1)
/obj/machinery/power/solar/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
playsound(loc, 'sound/effects/glassbr3.ogg', 100, 1)
stat |= BROKEN
unset_control()
update_icon()
/obj/machinery/power/solar/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(disassembled)
var/obj/item/solar_assembly/S = locate() in src
if(S)
S.forceMove(loc)
S.give_glass(stat & BROKEN)
else
playsound(src, "shatter", 70, 1)
new /obj/item/shard(src.loc)
new /obj/item/shard(src.loc)
qdel(src)
/obj/machinery/power/solar/update_icon()
..()
cut_overlays()
if(stat & BROKEN)
add_overlay(mutable_appearance(icon, "solar_panel-b", FLY_LAYER))
else
add_overlay(mutable_appearance(icon, "solar_panel", FLY_LAYER))
src.setDir(angle2dir(adir))
//calculates the fraction of the sunlight that the panel receives
/obj/machinery/power/solar/proc/update_solar_exposure()
if(obscured)
sunfrac = 0
return
//find the smaller angle between the direction the panel is facing and the direction of the sun (the sign is not important here)
var/p_angle = min(abs(adir - SSsun.angle), 360 - abs(adir - SSsun.angle))
if(p_angle > 90) // if facing more than 90deg from sun, zero output
sunfrac = 0
return
sunfrac = cos(p_angle) ** 2
//isn't the power received from the incoming light proportionnal to cos(p_angle) (Lambert's cosine law) rather than cos(p_angle)^2 ?
/obj/machinery/power/solar/process()//TODO: remove/add this from machines to save on processing as needed ~Carn PRIORITY
if(stat & BROKEN)
return
if(!control) //if there's no sun or the panel is not linked to a solar control computer, no need to proceed
return
if(powernet)
if(powernet == control.powernet)//check if the panel is still connected to the computer
if(obscured) //get no light from the sun, so don't generate power
return
var/sgen = SOLARGENRATE * sunfrac
add_avail(sgen)
control.gen += sgen
else //if we're no longer on the same powernet, remove from control computer
unset_control()
/obj/machinery/power/solar/fake/New(var/turf/loc, var/obj/item/solar_assembly/S)
..(loc, S, 0)
/obj/machinery/power/solar/fake/process()
. = PROCESS_KILL
return
//trace towards sun to see if we're in shadow
/obj/machinery/power/solar/proc/occlusion()
var/ax = x // start at the solar panel
var/ay = y
var/turf/T = null
var/dx = SSsun.dx
var/dy = SSsun.dy
for(var/i = 1 to 20) // 20 steps is enough
ax += dx // do step
ay += dy
T = locate( round(ax,0.5),round(ay,0.5),z)
if(T.x == 1 || T.x==world.maxx || T.y==1 || T.y==world.maxy) // not obscured if we reach the edge
break
if(T.density) // if we hit a solid turf, panel is obscured
obscured = 1
return
obscured = 0 // if hit the edge or stepped 20 times, not obscured
update_solar_exposure()
//
// Solar Assembly - For construction of solar arrays.
//
/obj/item/solar_assembly
name = "solar panel assembly"
desc = "A solar panel assembly kit, allows constructions of a solar panel, or with a tracking circuit board, a solar tracker."
icon = 'goon/icons/obj/power.dmi'
icon_state = "sp_base"
item_state = "electropack"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY // Pretty big!
anchored = FALSE
var/tracker = 0
var/glass_type = null
// Give back the glass type we were supplied with
/obj/item/solar_assembly/proc/give_glass(device_broken)
var/atom/Tsec = drop_location()
if(device_broken)
new /obj/item/shard(Tsec)
new /obj/item/shard(Tsec)
else if(glass_type)
new glass_type(Tsec, 2)
glass_type = null
/obj/item/solar_assembly/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/wrench) && isturf(loc))
if(isinspace())
to_chat(user, "<span class='warning'>You can't secure [src] here.</span>")
return
anchored = !anchored
if(anchored)
user.visible_message("[user] wrenches the solar assembly into place.", "<span class='notice'>You wrench the solar assembly into place.</span>")
W.play_tool_sound(src, 75)
else
user.visible_message("[user] unwrenches the solar assembly from its place.", "<span class='notice'>You unwrench the solar assembly from its place.</span>")
W.play_tool_sound(src, 75)
return 1
if(istype(W, /obj/item/stack/sheet/glass) || istype(W, /obj/item/stack/sheet/rglass))
if(!anchored)
to_chat(user, "<span class='warning'>You need to secure the assembly before you can add glass.</span>")
return
var/obj/item/stack/sheet/S = W
if(S.use(2))
glass_type = W.type
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user.visible_message("[user] places the glass on the solar assembly.", "<span class='notice'>You place the glass on the solar assembly.</span>")
if(tracker)
new /obj/machinery/power/tracker(get_turf(src), src)
else
new /obj/machinery/power/solar(get_turf(src), src)
else
to_chat(user, "<span class='warning'>You need two sheets of glass to put them into a solar panel!</span>")
return
return 1
if(!tracker)
if(istype(W, /obj/item/electronics/tracker))
if(!user.temporarilyRemoveItemFromInventory(W))
return
tracker = 1
qdel(W)
user.visible_message("[user] inserts the electronics into the solar assembly.", "<span class='notice'>You insert the electronics into the solar assembly.</span>")
return 1
else
if(istype(W, /obj/item/crowbar))
new /obj/item/electronics/tracker(src.loc)
tracker = 0
user.visible_message("[user] takes out the electronics from the solar assembly.", "<span class='notice'>You take out the electronics from the solar assembly.</span>")
return 1
return ..()
//
// Solar Control Computer
//
/obj/machinery/power/solar_control
name = "solar panel control"
desc = "A controller for solar panel arrays."
icon = 'icons/obj/computer.dmi'
icon_state = "computer"
density = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 250
max_integrity = 200
integrity_failure = 100
var/icon_screen = "solar"
var/icon_keyboard = "power_key"
var/id = 0
var/currentdir = 0
var/targetdir = 0 // target angle in manual tracking (since it updates every game minute)
var/gen = 0
var/lastgen = 0
var/track = 0 // 0= off 1=timed 2=auto (tracker)
var/trackrate = 600 // 300-900 seconds
var/nexttime = 0 // time for a panel to rotate of 1 degree in manual tracking
var/obj/machinery/power/tracker/connected_tracker = null
var/list/connected_panels = list()
/obj/machinery/power/solar_control/Initialize()
. = ..()
if(powernet)
set_panels(currentdir)
connect_to_network()
/obj/machinery/power/solar_control/Destroy()
for(var/obj/machinery/power/solar/M in connected_panels)
M.unset_control()
if(connected_tracker)
connected_tracker.unset_control()
return ..()
/obj/machinery/power/solar_control/disconnect_from_network()
..()
SSsun.solars.Remove(src)
/obj/machinery/power/solar_control/connect_to_network()
var/to_return = ..()
if(powernet) //if connected and not already in solar_list...
SSsun.solars |= src //... add it
return to_return
//search for unconnected panels and trackers in the computer powernet and connect them
/obj/machinery/power/solar_control/proc/search_for_connected()
if(powernet)
for(var/obj/machinery/power/M in powernet.nodes)
if(istype(M, /obj/machinery/power/solar))
var/obj/machinery/power/solar/S = M
if(!S.control) //i.e unconnected
S.set_control(src)
else if(istype(M, /obj/machinery/power/tracker))
if(!connected_tracker) //if there's already a tracker connected to the computer don't add another
var/obj/machinery/power/tracker/T = M
if(!T.control) //i.e unconnected
T.set_control(src)
//called by the sun controller, update the facing angle (either manually or via tracking) and rotates the panels accordingly
/obj/machinery/power/solar_control/proc/update()
if(stat & (NOPOWER | BROKEN))
return
switch(track)
if(1)
if(trackrate) //we're manual tracking. If we set a rotation speed...
currentdir = targetdir //...the current direction is the targetted one (and rotates panels to it)
if(2) // auto-tracking
if(connected_tracker)
connected_tracker.set_angle(SSsun.angle)
set_panels(currentdir)
updateDialog()
/obj/machinery/power/solar_control/update_icon()
cut_overlays()
if(stat & NOPOWER)
add_overlay("[icon_keyboard]_off")
return
add_overlay(icon_keyboard)
if(stat & BROKEN)
add_overlay("[icon_state]_broken")
else
add_overlay(icon_screen)
/obj/machinery/power/solar_control/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "solar_control", name, 500, 400, master_ui, state)
ui.open()
/obj/machinery/power/solar_control/ui_data()
var/data = list()
data["generated"] = round(lastgen)
data["angle"] = currentdir
data["direction"] = angle2text(currentdir)
data["tracking_state"] = track
data["tracking_rate"] = trackrate
data["rotating_way"] = (trackrate<0 ? "CCW" : "CW")
data["connected_panels"] = connected_panels.len
data["connected_tracker"] = (connected_tracker ? 1 : 0)
return data
/obj/machinery/power/solar_control/ui_act(action, params)
if(..())
return
switch(action)
if("angle")
var/adjust = text2num(params["adjust"])
if(adjust)
currentdir = CLAMP((360 + adjust + currentdir) % 360, 0, 359)
targetdir = currentdir
set_panels(currentdir)
. = TRUE
if("rate")
var/adjust = text2num(params["adjust"])
if(adjust)
trackrate = CLAMP(trackrate + adjust, -7200, 7200)
if(trackrate)
nexttime = world.time + 36000 / abs(trackrate)
. = TRUE
if("tracking")
var/mode = text2num(params["mode"])
track = mode
if(mode == 2 && connected_tracker)
connected_tracker.set_angle(SSsun.angle)
set_panels(currentdir)
else if(mode == 1)
targetdir = currentdir
if(trackrate)
nexttime = world.time + 36000 / abs(trackrate)
set_panels(targetdir)
. = TRUE
if("refresh")
search_for_connected()
if(connected_tracker && track == 2)
connected_tracker.set_angle(SSsun.angle)
set_panels(currentdir)
. = TRUE
/obj/machinery/power/solar_control/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/screwdriver))
if(I.use_tool(src, user, 20, volume=50))
if (src.stat & BROKEN)
to_chat(user, "<span class='notice'>The broken glass falls out.</span>")
var/obj/structure/frame/computer/A = new /obj/structure/frame/computer( src.loc )
new /obj/item/shard( src.loc )
var/obj/item/circuitboard/computer/solar_control/M = new /obj/item/circuitboard/computer/solar_control( A )
for (var/obj/C in src)
C.forceMove(drop_location())
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = TRUE
qdel(src)
else
to_chat(user, "<span class='notice'>You disconnect the monitor.</span>")
var/obj/structure/frame/computer/A = new /obj/structure/frame/computer( src.loc )
var/obj/item/circuitboard/computer/solar_control/M = new /obj/item/circuitboard/computer/solar_control( A )
for (var/obj/C in src)
C.forceMove(drop_location())
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = TRUE
qdel(src)
else if(user.a_intent != INTENT_HARM && !(I.item_flags & NOBLUDGEON))
attack_hand(user)
else
return ..()
/obj/machinery/power/solar_control/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(stat & BROKEN)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
else
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
/obj/machinery/power/solar_control/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
playsound(loc, 'sound/effects/glassbr3.ogg', 100, 1)
stat |= BROKEN
update_icon()
/obj/machinery/power/solar_control/process()
lastgen = gen
gen = 0
if(stat & (NOPOWER | BROKEN))
return
if(connected_tracker) //NOTE : handled here so that we don't add trackers to the processing list
if(connected_tracker.powernet != powernet)
connected_tracker.unset_control()
if(track==1 && trackrate) //manual tracking and set a rotation speed
if(nexttime <= world.time) //every time we need to increase/decrease the angle by 1...
targetdir = (targetdir + trackrate/abs(trackrate) + 360) % 360 //... do it
nexttime += 36000/abs(trackrate) //reset the counter for the next 1
//rotates the panel to the passed angle
/obj/machinery/power/solar_control/proc/set_panels(currentdir)
for(var/obj/machinery/power/solar/S in connected_panels)
S.adir = currentdir //instantly rotates the panel
S.occlusion()//and
S.update_icon() //update it
update_icon()
/obj/machinery/power/solar_control/power_change()
..()
update_icon()
//
// MISC
//
/obj/item/paper/guides/jobs/engi/solars
name = "paper- 'Going green! Setup your own solar array instructions.'"
info = "<h1>Welcome</h1><p>At greencorps we love the environment, and space. With this package you are able to help mother nature and produce energy without any usage of fossil fuel or plasma! Singularity energy is dangerous while solar energy is safe, which is why it's better. Now here is how you setup your own solar array.</p><p>You can make a solar panel by wrenching the solar assembly onto a cable node. Adding a glass panel, reinforced or regular glass will do, will finish the construction of your solar panel. It is that easy!</p><p>Now after setting up 19 more of these solar panels you will want to create a solar tracker to keep track of our mother nature's gift, the sun. These are the same steps as before except you insert the tracker equipment circuit into the assembly before performing the final step of adding the glass. You now have a tracker! Now the last step is to add a computer to calculate the sun's movements and to send commands to the solar panels to change direction with the sun. Setting up the solar computer is the same as setting up any computer, so you should have no trouble in doing that. You do need to put a wire node under the computer, and the wire needs to be connected to the tracker.</p><p>Congratulations, you should have a working solar array. If you are having trouble, here are some tips. Make sure all solar equipment are on a cable node, even the computer. You can always deconstruct your creations if you make a mistake.</p><p>That's all to it, be safe, be green!</p>"
@@ -0,0 +1,790 @@
//Ported from /vg/station13, which was in turn forked from baystation12;
//Please do not bother them with bugs from this port, however, as it has been modified quite a bit.
//Modifications include removing the world-ending full supermatter variation, and leaving only the shard.
#define PLASMA_HEAT_PENALTY 15 // Higher == Bigger heat and waste penalty from having the crystal surrounded by this gas. Negative numbers reduce penalty.
#define OXYGEN_HEAT_PENALTY 1
#define CO2_HEAT_PENALTY 0.1
#define NITROGEN_HEAT_MODIFIER -1.5
#define OXYGEN_TRANSMIT_MODIFIER 1.5 //Higher == Bigger bonus to power generation.
#define PLASMA_TRANSMIT_MODIFIER 4
#define N2O_HEAT_RESISTANCE 6 //Higher == Gas makes the crystal more resistant against heat damage.
#define POWERLOSS_INHIBITION_GAS_THRESHOLD 0.20 //Higher == Higher percentage of inhibitor gas needed before the charge inertia chain reaction effect starts.
#define POWERLOSS_INHIBITION_MOLE_THRESHOLD 20 //Higher == More moles of the gas are needed before the charge inertia chain reaction effect starts. //Scales powerloss inhibition down until this amount of moles is reached
#define POWERLOSS_INHIBITION_MOLE_BOOST_THRESHOLD 500 //bonus powerloss inhibition boost if this amount of moles is reached
#define MOLE_PENALTY_THRESHOLD 1800 //Higher == Shard can absorb more moles before triggering the high mole penalties.
#define MOLE_HEAT_PENALTY 350 //Heat damage scales around this. Too hot setups with this amount of moles do regular damage, anything above and below is scaled
#define POWER_PENALTY_THRESHOLD 5000 //Higher == Engine can generate more power before triggering the high power penalties.
#define SEVERE_POWER_PENALTY_THRESHOLD 7000 //Same as above, but causes more dangerous effects
#define CRITICAL_POWER_PENALTY_THRESHOLD 9000 //Even more dangerous effects, threshold for tesla delamination
#define HEAT_PENALTY_THRESHOLD 40 //Higher == Crystal safe operational temperature is higher.
#define DAMAGE_HARDCAP 0.002
#define DAMAGE_INCREASE_MULTIPLIER 0.25
#define THERMAL_RELEASE_MODIFIER 5 //Higher == less heat released during reaction, not to be confused with the above values
#define PLASMA_RELEASE_MODIFIER 750 //Higher == less plasma released by reaction
#define OXYGEN_RELEASE_MODIFIER 325 //Higher == less oxygen released at high temperature/power
#define REACTION_POWER_MODIFIER 0.55 //Higher == more overall power
#define MATTER_POWER_CONVERSION 10 //Crystal converts 1/this value of stored matter into energy.
//These would be what you would get at point blank, decreases with distance
#define DETONATION_RADS 200
#define DETONATION_HALLUCINATION 600
#define WARNING_DELAY 60
#define HALLUCINATION_RANGE(P) (min(7, round(P ** 0.25)))
#define GRAVITATIONAL_ANOMALY "gravitational_anomaly"
#define FLUX_ANOMALY "flux_anomaly"
#define PYRO_ANOMALY "pyro_anomaly"
//If integrity percent remaining is less than these values, the monitor sets off the relevant alarm.
#define SUPERMATTER_DELAM_PERCENT 5
#define SUPERMATTER_EMERGENCY_PERCENT 25
#define SUPERMATTER_DANGER_PERCENT 50
#define SUPERMATTER_WARNING_PERCENT 100
#define SUPERMATTER_COUNTDOWN_TIME 30 SECONDS
GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
/obj/machinery/power/supermatter_crystal
name = "supermatter crystal"
desc = "A strangely translucent and iridescent crystal."
icon = 'icons/obj/supermatter.dmi'
icon_state = "darkmatter"
density = TRUE
anchored = TRUE
var/uid = 1
var/static/gl_uid = 1
light_range = 4
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
critical_machine = TRUE
var/gasefficency = 0.15
var/base_icon_state = "darkmatter"
var/final_countdown = FALSE
var/damage = 0
var/damage_archived = 0
var/safe_alert = "Crystalline hyperstructure returning to safe operating parameters."
var/warning_point = 50
var/warning_alert = "Danger! Crystal hyperstructure integrity faltering!"
var/damage_penalty_point = 550
var/emergency_point = 700
var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
var/explosion_point = 900
var/emergency_issued = FALSE
var/explosion_power = 35
var/temp_factor = 30
var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning
var/power = 0
var/n2comp = 0 // raw composition of each gas in the chamber, ranges from 0 to 1
var/plasmacomp = 0
var/o2comp = 0
var/co2comp = 0
var/n2ocomp = 0
var/combined_gas = 0
var/gasmix_power_ratio = 0
var/dynamic_heat_modifier = 1
var/dynamic_heat_resistance = 1
var/powerloss_inhibitor = 1
var/powerloss_dynamic_scaling= 0
var/power_transmission_bonus = 0
var/mole_heat_penalty = 0
var/matter_power = 0
//Temporary values so that we can optimize this
//How much the bullets damage should be multiplied by when it is added to the internal variables
var/config_bullet_energy = 2
//How much of the power is left after processing is finished?
// var/config_power_reduction_per_tick = 0.5
//How much hallucination should it produce per unit of power?
var/config_hallucination_power = 0.1
var/obj/item/radio/radio
var/radio_key = /obj/item/encryptionkey/headset_eng
var/engineering_channel = "Engineering"
var/common_channel = null
//for logging
var/has_been_powered = FALSE
var/has_reached_emergency = FALSE
// For making hugbox supermatter
var/takes_damage = TRUE
var/produces_gas = TRUE
var/obj/effect/countdown/supermatter/countdown
var/is_main_engine = FALSE
var/datum/looping_sound/supermatter/soundloop
var/moveable = FALSE
/obj/machinery/power/supermatter_crystal/Initialize()
. = ..()
uid = gl_uid++
SSair.atmos_machinery += src
countdown = new(src)
countdown.start()
GLOB.poi_list |= src
radio = new(src)
radio.keyslot = new radio_key
radio.listening = 0
radio.recalculateChannels()
investigate_log("has been created.", INVESTIGATE_SUPERMATTER)
if(is_main_engine)
GLOB.main_supermatter_engine = src
soundloop = new(list(src), TRUE)
/obj/machinery/power/supermatter_crystal/Destroy()
investigate_log("has been destroyed.", INVESTIGATE_SUPERMATTER)
SSair.atmos_machinery -= src
QDEL_NULL(radio)
GLOB.poi_list -= src
QDEL_NULL(countdown)
if(is_main_engine && GLOB.main_supermatter_engine == src)
GLOB.main_supermatter_engine = null
QDEL_NULL(soundloop)
return ..()
/obj/machinery/power/supermatter_crystal/examine(mob/user)
..()
if(!ishuman(user))
return
var/range = HALLUCINATION_RANGE(power)
for(var/mob/living/carbon/human/H in viewers(range, src))
if(H != user)
continue
if(!istype(H.glasses, /obj/item/clothing/glasses/meson))
to_chat(H, "<span class='danger'>You get headaches just from looking at it.</span>")
return
#define CRITICAL_TEMPERATURE 10000
/obj/machinery/power/supermatter_crystal/proc/get_status()
var/turf/T = get_turf(src)
if(!T)
return SUPERMATTER_ERROR
var/datum/gas_mixture/air = T.return_air()
if(!air)
return SUPERMATTER_ERROR
if(get_integrity() < SUPERMATTER_DELAM_PERCENT)
return SUPERMATTER_DELAMINATING
if(get_integrity() < SUPERMATTER_EMERGENCY_PERCENT)
return SUPERMATTER_EMERGENCY
if(get_integrity() < SUPERMATTER_DANGER_PERCENT)
return SUPERMATTER_DANGER
if((get_integrity() < SUPERMATTER_WARNING_PERCENT) || (air.temperature > CRITICAL_TEMPERATURE))
return SUPERMATTER_WARNING
if(air.temperature > (CRITICAL_TEMPERATURE * 0.8))
return SUPERMATTER_NOTIFY
if(power > 5)
return SUPERMATTER_NORMAL
return SUPERMATTER_INACTIVE
/obj/machinery/power/supermatter_crystal/proc/alarm()
switch(get_status())
if(SUPERMATTER_DELAMINATING)
playsound(src, 'sound/misc/bloblarm.ogg', 100)
if(SUPERMATTER_EMERGENCY)
playsound(src, 'sound/machines/engine_alert1.ogg', 100)
if(SUPERMATTER_DANGER)
playsound(src, 'sound/machines/engine_alert2.ogg', 100)
if(SUPERMATTER_WARNING)
playsound(src, 'sound/machines/terminal_alert.ogg', 75)
/obj/machinery/power/supermatter_crystal/proc/get_integrity()
var/integrity = damage / explosion_point
integrity = round(100 - integrity * 100, 0.01)
integrity = integrity < 0 ? 0 : integrity
return integrity
/obj/machinery/power/supermatter_crystal/proc/countdown()
set waitfor = FALSE
if(final_countdown) // We're already doing it go away
return
final_countdown = TRUE
var/image/causality_field = image(icon, null, "causality_field")
add_overlay(causality_field, TRUE)
var/speaking = "[emergency_alert] The supermatter has reached critical integrity failure. Emergency causality destabilization field has been activated."
radio.talk_into(src, speaking, common_channel, language = get_default_language())
for(var/i in SUPERMATTER_COUNTDOWN_TIME to 0 step -10)
if(damage < explosion_point) // Cutting it a bit close there engineers
radio.talk_into(src, "[safe_alert] Failsafe has been disengaged.", common_channel)
cut_overlay(causality_field, TRUE)
final_countdown = FALSE
return
else if((i % 50) != 0 && i > 50) // A message once every 5 seconds until the final 5 seconds which count down individualy
sleep(10)
continue
else if(i > 50)
speaking = "[DisplayTimeText(i, TRUE)] remain before causality stabilization."
else
speaking = "[i*0.1]..."
radio.talk_into(src, speaking, common_channel)
sleep(10)
explode()
/obj/machinery/power/supermatter_crystal/proc/explode()
for(var/mob in GLOB.alive_mob_list)
var/mob/living/L = mob
if(istype(L) && L.z == z)
if(ishuman(mob))
//Hilariously enough, running into a closet should make you get hit the hardest.
var/mob/living/carbon/human/H = mob
H.hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(L, src) + 1) )
L.rad_act(rads)
var/turf/T = get_turf(src)
for(var/mob/M in GLOB.player_list)
if(M.z == z)
SEND_SOUND(M, 'sound/magic/charge.ogg')
to_chat(M, "<span class='boldannounce'>You feel reality distort for a moment...</span>")
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "delam", /datum/mood_event/delam)
if(combined_gas > MOLE_PENALTY_THRESHOLD)
investigate_log("has collapsed into a singularity.", INVESTIGATE_SUPERMATTER)
if(T)
var/obj/singularity/S = new(T)
S.energy = 800
S.consume(src)
else
investigate_log("has exploded.", INVESTIGATE_SUPERMATTER)
explosion(get_turf(T), explosion_power * max(gasmix_power_ratio, 0.205) * 0.5 , explosion_power * max(gasmix_power_ratio, 0.205) + 2, explosion_power * max(gasmix_power_ratio, 0.205) + 4 , explosion_power * max(gasmix_power_ratio, 0.205) + 6, 1, 1)
if(power > POWER_PENALTY_THRESHOLD)
investigate_log("has spawned additional energy balls.", INVESTIGATE_SUPERMATTER)
var/obj/singularity/energy_ball/E = new(T)
E.energy = power
qdel(src)
/obj/machinery/power/supermatter_crystal/proc/consume_turf(turf/T)
var/oldtype = T.type
var/turf/newT = T.ScrapeAway()
if(newT.type == oldtype)
return
playsound(T, 'sound/effects/supermatter.ogg', 50, 1)
T.visible_message("<span class='danger'>[T] smacks into [src] and rapidly flashes to ash.</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
T.CalculateAdjacentTurfs()
/obj/machinery/power/supermatter_crystal/process_atmos()
var/turf/T = loc
if(isnull(T)) // We have a null turf...something is wrong, stop processing this entity.
return PROCESS_KILL
if(!istype(T)) //We are in a crate or somewhere that isn't turf, if we return to turf resume processing but for now.
return //Yeah just stop.
if(istype(T, /turf/closed))
consume_turf(T)
if(power)
soundloop.volume = min(40, (round(power/100)/50)+1) // 5 +1 volume per 20 power. 2500 power is max
//Ok, get the air from the turf
var/datum/gas_mixture/env = T.return_air()
var/datum/gas_mixture/removed
if(produces_gas)
//Remove gas from surrounding area
removed = env.remove(gasefficency * env.total_moles())
else
// Pass all the gas related code an empty gas container
removed = new()
damage_archived = damage
if(!removed || !removed.total_moles() || isspaceturf(T)) //we're in space or there is no gas to process
if(takes_damage)
damage += max((power / 1000) * DAMAGE_INCREASE_MULTIPLIER, 0.1) // always does at least some damage
else
if(takes_damage)
//causing damage
damage = max(damage + (max(CLAMP(removed.total_moles() / 200, 0.5, 1) * removed.temperature - ((T0C + HEAT_PENALTY_THRESHOLD)*dynamic_heat_resistance), 0) * mole_heat_penalty / 150 ) * DAMAGE_INCREASE_MULTIPLIER, 0)
damage = max(damage + (max(power - POWER_PENALTY_THRESHOLD, 0)/500) * DAMAGE_INCREASE_MULTIPLIER, 0)
damage = max(damage + (max(combined_gas - MOLE_PENALTY_THRESHOLD, 0)/80) * DAMAGE_INCREASE_MULTIPLIER, 0)
//healing damage
if(combined_gas < MOLE_PENALTY_THRESHOLD)
damage = max(damage + (min(removed.temperature - (T0C + HEAT_PENALTY_THRESHOLD), 0) / 150 ), 0)
//capping damage
damage = min(damage_archived + (DAMAGE_HARDCAP * explosion_point),damage)
if(damage > damage_archived && prob(10))
playsound(get_turf(src), 'sound/effects/empulse.ogg', 50, 1)
//calculating gas related values
combined_gas = max(removed.total_moles(), 0)
plasmacomp = max(removed.gases[/datum/gas/plasma]/combined_gas, 0)
o2comp = max(removed.gases[/datum/gas/oxygen]/combined_gas, 0)
co2comp = max(removed.gases[/datum/gas/carbon_dioxide]/combined_gas, 0)
n2ocomp = max(removed.gases[/datum/gas/nitrous_oxide]/combined_gas, 0)
n2comp = max(removed.gases[/datum/gas/nitrogen]/combined_gas, 0)
gasmix_power_ratio = min(max(plasmacomp + o2comp + co2comp - n2comp, 0), 1)
dynamic_heat_modifier = max((plasmacomp * PLASMA_HEAT_PENALTY)+(o2comp * OXYGEN_HEAT_PENALTY)+(co2comp * CO2_HEAT_PENALTY)+(n2comp * NITROGEN_HEAT_MODIFIER), 0.5)
dynamic_heat_resistance = max(n2ocomp * N2O_HEAT_RESISTANCE, 1)
power_transmission_bonus = max((plasmacomp * PLASMA_TRANSMIT_MODIFIER) + (o2comp * OXYGEN_TRANSMIT_MODIFIER), 0)
//more moles of gases are harder to heat than fewer, so let's scale heat damage around them
mole_heat_penalty = max(combined_gas / MOLE_HEAT_PENALTY, 0.25)
if (combined_gas > POWERLOSS_INHIBITION_MOLE_THRESHOLD && co2comp > POWERLOSS_INHIBITION_GAS_THRESHOLD)
powerloss_dynamic_scaling = CLAMP(powerloss_dynamic_scaling + CLAMP(co2comp - powerloss_dynamic_scaling, -0.02, 0.02), 0, 1)
else
powerloss_dynamic_scaling = CLAMP(powerloss_dynamic_scaling - 0.05,0, 1)
powerloss_inhibitor = CLAMP(1-(powerloss_dynamic_scaling * CLAMP(combined_gas/POWERLOSS_INHIBITION_MOLE_BOOST_THRESHOLD,1 ,1.5)),0 ,1)
if(matter_power)
var/removed_matter = max(matter_power/MATTER_POWER_CONVERSION, 40)
power = max(power + removed_matter, 0)
matter_power = max(matter_power - removed_matter, 0)
var/temp_factor = 50
if(gasmix_power_ratio > 0.8)
// with a perfect gas mix, make the power less based on heat
icon_state = "[base_icon_state]_glow"
else
// in normal mode, base the produced energy around the heat
temp_factor = 30
icon_state = base_icon_state
power = max( (removed.temperature * temp_factor / T0C) * gasmix_power_ratio + power, 0) //Total laser power plus an overload
if(prob(50))
radiation_pulse(src, power * (1 + power_transmission_bonus/10))
var/device_energy = power * REACTION_POWER_MODIFIER
//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
//Since the core is effectively "cold"
//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
removed.temperature += ((device_energy * dynamic_heat_modifier) / THERMAL_RELEASE_MODIFIER)
removed.temperature = max(0, min(removed.temperature, 2500 * dynamic_heat_modifier))
//Calculate how much gas to release
removed.gases[/datum/gas/plasma] += max((device_energy * dynamic_heat_modifier) / PLASMA_RELEASE_MODIFIER, 0)
removed.gases[/datum/gas/oxygen] += max(((device_energy + removed.temperature * dynamic_heat_modifier) - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
if(produces_gas)
env.merge(removed)
air_update_turf()
for(var/mob/living/carbon/human/l in view(src, HALLUCINATION_RANGE(power))) // If they can see it without mesons on. Bad on them.
if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
var/D = sqrt(1 / max(1, get_dist(l, src)))
l.hallucination += power * config_hallucination_power * D
l.hallucination = CLAMP(0, 200, l.hallucination)
for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
var/rads = (power / 10) * sqrt( 1 / max(get_dist(l, src),1) )
l.rad_act(rads)
power -= ((power/500)**3) * powerloss_inhibitor
if(power > POWER_PENALTY_THRESHOLD || damage > damage_penalty_point)
if(power > POWER_PENALTY_THRESHOLD)
playsound(src.loc, 'sound/weapons/emitter2.ogg', 100, 1, extrarange = 10)
supermatter_zap(src, 5, min(power*2, 20000))
supermatter_zap(src, 5, min(power*2, 20000))
if(power > SEVERE_POWER_PENALTY_THRESHOLD)
supermatter_zap(src, 5, min(power*2, 20000))
if(power > CRITICAL_POWER_PENALTY_THRESHOLD)
supermatter_zap(src, 5, min(power*2, 20000))
else if (damage > damage_penalty_point && prob(20))
playsound(src.loc, 'sound/weapons/emitter2.ogg', 100, 1, extrarange = 10)
supermatter_zap(src, 5, CLAMP(power*2, 4000, 20000))
if(prob(15) && power > POWER_PENALTY_THRESHOLD)
supermatter_pull(src, power/750)
if(prob(5))
supermatter_anomaly_gen(src, FLUX_ANOMALY, rand(5, 10))
if(power > SEVERE_POWER_PENALTY_THRESHOLD && prob(5) || prob(1))
supermatter_anomaly_gen(src, GRAVITATIONAL_ANOMALY, rand(5, 10))
if(power > SEVERE_POWER_PENALTY_THRESHOLD && prob(2) || prob(0.3) && power > POWER_PENALTY_THRESHOLD)
supermatter_anomaly_gen(src, PYRO_ANOMALY, rand(5, 10))
if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
if((REALTIMEOFDAY - lastwarning) / 10 >= WARNING_DELAY)
alarm()
if(damage > emergency_point)
radio.talk_into(src, "[emergency_alert] Integrity: [get_integrity()]%", common_channel)
lastwarning = REALTIMEOFDAY
if(!has_reached_emergency)
investigate_log("has reached the emergency point for the first time.", INVESTIGATE_SUPERMATTER)
message_admins("[src] has reached the emergency point [ADMIN_JMP(src)].")
has_reached_emergency = TRUE
else if(damage >= damage_archived) // The damage is still going up
radio.talk_into(src, "[warning_alert] Integrity: [get_integrity()]%", engineering_channel)
lastwarning = REALTIMEOFDAY - (WARNING_DELAY * 5)
else // Phew, we're safe
radio.talk_into(src, "[safe_alert] Integrity: [get_integrity()]%", engineering_channel)
lastwarning = REALTIMEOFDAY
if(power > POWER_PENALTY_THRESHOLD)
radio.talk_into(src, "Warning: Hyperstructure has reached dangerous power level.", engineering_channel)
if(powerloss_inhibitor < 0.5)
radio.talk_into(src, "DANGER: CHARGE INERTIA CHAIN REACTION IN PROGRESS.", engineering_channel)
if(combined_gas > MOLE_PENALTY_THRESHOLD)
radio.talk_into(src, "Warning: Critical coolant mass reached.", engineering_channel)
if(damage > explosion_point)
countdown()
return 1
/obj/machinery/power/supermatter_crystal/bullet_act(obj/item/projectile/Proj)
var/turf/L = loc
if(!istype(L))
return FALSE
if(!istype(Proj.firer, /obj/machinery/power/emitter))
investigate_log("has been hit by [Proj] fired by [key_name(Proj.firer)]", INVESTIGATE_SUPERMATTER)
if(Proj.flag != "bullet")
power += Proj.damage * config_bullet_energy
if(!has_been_powered)
investigate_log("has been powered for the first time.", INVESTIGATE_SUPERMATTER)
message_admins("[src] has been powered for the first time [ADMIN_JMP(src)].")
has_been_powered = TRUE
else if(takes_damage)
damage += Proj.damage * config_bullet_energy
return FALSE
/obj/machinery/power/supermatter_crystal/singularity_act()
var/gain = 100
investigate_log("Supermatter shard consumed by singularity.", INVESTIGATE_SINGULO)
message_admins("Singularity has consumed a supermatter shard and can now become stage six.")
visible_message("<span class='userdanger'>[src] is consumed by the singularity!</span>")
for(var/mob/M in GLOB.player_list)
if(M.z == z)
SEND_SOUND(M, 'sound/effects/supermatter.ogg') //everyone goan know bout this
to_chat(M, "<span class='boldannounce'>A horrible screeching fills your ears, and a wave of dread washes over you...</span>")
qdel(src)
return gain
/obj/machinery/power/supermatter_crystal/blob_act(obj/structure/blob/B)
if(B && !isspaceturf(loc)) //does nothing in space
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
damage += B.obj_integrity * 0.5 //take damage equal to 50% of remaining blob health before it tried to eat us
if(B.obj_integrity > 100)
B.visible_message("<span class='danger'>\The [B] strikes at \the [src] and flinches away!</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
B.take_damage(100, BURN)
else
B.visible_message("<span class='danger'>\The [B] strikes at \the [src] and rapidly flashes to ash.</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
Consume(B)
/obj/machinery/power/supermatter_crystal/attack_tk(mob/user)
if(iscarbon(user))
var/mob/living/carbon/C = user
to_chat(C, "<span class='userdanger'>That was a really dense idea.</span>")
C.ghostize()
var/obj/item/organ/brain/rip_u = locate(/obj/item/organ/brain) in C.internal_organs
rip_u.Remove(C)
qdel(rip_u)
/obj/machinery/power/supermatter_crystal/attack_paw(mob/user)
dust_mob(user, cause = "monkey attack")
/obj/machinery/power/supermatter_crystal/attack_alien(mob/user)
dust_mob(user, cause = "alien attack")
/obj/machinery/power/supermatter_crystal/attack_animal(mob/living/simple_animal/S)
var/murder
if(!S.melee_damage_upper && !S.melee_damage_lower)
murder = S.friendly
else
murder = S.attacktext
dust_mob(S, \
"<span class='danger'>[S] unwisely [murder] [src], and [S.p_their()] body burns brilliantly before flashing into ash!</span>", \
"<span class='userdanger'>You unwisely touch [src], and your vision glows brightly as your body crumbles to dust. Oops.</span>", \
"simple animal attack")
/obj/machinery/power/supermatter_crystal/attack_robot(mob/user)
if(Adjacent(user))
dust_mob(user, cause = "cyborg attack")
/obj/machinery/power/supermatter_crystal/attack_ai(mob/user)
return
/obj/machinery/power/supermatter_crystal/attack_hand(mob/living/user)
. = ..()
if(.)
return
dust_mob(user, cause = "hand")
/obj/machinery/power/supermatter_crystal/proc/dust_mob(mob/living/nom, vis_msg, mob_msg, cause)
if(nom.incorporeal_move || nom.status_flags & GODMODE)
return
if(!vis_msg)
vis_msg = "<span class='danger'>[nom] reaches out and touches [src], inducing a resonance... [nom.p_their()] body starts to glow and bursts into flames before flashing into ash"
if(!mob_msg)
mob_msg = "<span class='userdanger'>You reach out and touch [src]. Everything starts burning and all you can hear is ringing. Your last thought is \"That was not a wise decision.\"</span>"
if(!cause)
cause = "contact"
nom.visible_message(vis_msg, mob_msg, "<span class='italics'>You hear an unearthly noise as a wave of heat washes over you.</span>")
investigate_log("has been attacked ([cause]) by [key_name(nom)]", INVESTIGATE_SUPERMATTER)
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
Consume(nom)
/obj/machinery/power/supermatter_crystal/attackby(obj/item/W, mob/living/user, params)
if(!istype(W) || (W.item_flags & ABSTRACT) || !istype(user))
return
if (istype(W, /obj/item/melee/roastingstick))
return ..()
if(istype(W, /obj/item/scalpel/supermatter))
to_chat(user, "<span class='notice'>You carefully begin to scrape \the [src] with \the [W]...</span>")
if(W.use_tool(src, user, 60, volume=100))
to_chat(user, "<span class='notice'>You extract a sliver from \the [src]. \The [src] begins to react violently!</span>")
new /obj/item/nuke_core/supermatter_sliver(drop_location())
matter_power += 200
else if(user.dropItemToGround(W))
user.visible_message("<span class='danger'>As [user] touches \the [src] with \a [W], silence fills the room...</span>",\
"<span class='userdanger'>You touch \the [src] with \the [W], and everything suddenly goes silent.</span>\n<span class='notice'>\The [W] flashes into dust as you flinch away from \the [src].</span>",\
"<span class='italics'>Everything suddenly goes silent.</span>")
investigate_log("has been attacked ([W]) by [key_name(user)]", INVESTIGATE_SUPERMATTER)
Consume(W)
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
radiation_pulse(src, 150, 4)
/obj/machinery/power/supermatter_crystal/wrench_act(mob/user, obj/item/tool)
if (moveable)
default_unfasten_wrench(user, tool, time = 20)
return TRUE
/obj/machinery/power/supermatter_crystal/Bumped(atom/movable/AM)
if(isliving(AM))
AM.visible_message("<span class='danger'>\The [AM] slams into \the [src] inducing a resonance... [AM.p_their()] body starts to glow and catch flame before flashing into ash.</span>",\
"<span class='userdanger'>You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"</span>",\
"<span class='italics'>You hear an unearthly noise as a wave of heat washes over you.</span>")
else if(isobj(AM) && !iseffect(AM))
AM.visible_message("<span class='danger'>\The [AM] smacks into \the [src] and rapidly flashes to ash.</span>", null,\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
else
return
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
Consume(AM)
/obj/machinery/power/supermatter_crystal/proc/Consume(atom/movable/AM)
if(isliving(AM))
var/mob/living/user = AM
if(user.status_flags & GODMODE)
return
message_admins("[src] has consumed [key_name_admin(user)] [ADMIN_JMP(src)].")
investigate_log("has consumed [key_name(user)].", INVESTIGATE_SUPERMATTER)
user.dust(force = TRUE)
matter_power += 200
else if(istype(AM, /obj/singularity))
return
else if(isobj(AM))
if(!iseffect(AM))
var/suspicion = ""
if(AM.fingerprintslast)
suspicion = "last touched by [AM.fingerprintslast]"
message_admins("[src] has consumed [AM], [suspicion] [ADMIN_JMP(src)].")
investigate_log("has consumed [AM] - [suspicion].", INVESTIGATE_SUPERMATTER)
qdel(AM)
if(!iseffect(AM))
matter_power += 200
//Some poor sod got eaten, go ahead and irradiate people nearby.
radiation_pulse(src, 3000, 2, TRUE)
for(var/mob/living/L in range(10))
investigate_log("has irradiated [key_name(L)] after consuming [AM].", INVESTIGATE_SUPERMATTER)
if(L in view())
L.show_message("<span class='danger'>As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.</span>", 1,\
"<span class='danger'>The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
else
L.show_message("<span class='italics'>You hear an unearthly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
//Do not blow up our internal radio
/obj/machinery/power/supermatter_crystal/contents_explosion(severity, target)
return
/obj/machinery/power/supermatter_crystal/prevent_content_explosion()
return TRUE
/obj/machinery/power/supermatter_crystal/engine
is_main_engine = TRUE
/obj/machinery/power/supermatter_crystal/shard
name = "supermatter shard"
desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure."
base_icon_state = "darkmatter_shard"
icon_state = "darkmatter_shard"
anchored = FALSE
gasefficency = 0.125
explosion_power = 12
moveable = TRUE
/obj/machinery/power/supermatter_crystal/shard/engine
name = "anchored supermatter shard"
is_main_engine = TRUE
anchored = TRUE
moveable = FALSE
// When you wanna make a supermatter shard for the dramatic effect, but
// don't want it exploding suddenly
/obj/machinery/power/supermatter_crystal/shard/hugbox
name = "anchored supermatter shard"
takes_damage = FALSE
produces_gas = FALSE
moveable = FALSE
anchored = TRUE
/obj/machinery/power/supermatter_crystal/shard/hugbox/fakecrystal //Hugbox shard with crystal visuals, used in the Supermatter/Hyperfractal shuttle
name = "supermatter crystal"
base_icon_state = "darkmatter"
icon_state = "darkmatter"
/obj/machinery/power/supermatter_crystal/proc/supermatter_pull(turf/center, pull_range = 10)
playsound(src.loc, 'sound/weapons/marauder.ogg', 100, 1, extrarange = 7)
for(var/atom/P in orange(pull_range,center))
if(ismovableatom(P))
var/atom/movable/pulled_object = P
if(ishuman(P))
var/mob/living/carbon/human/H = P
H.apply_effect(40, EFFECT_KNOCKDOWN, 0)
if(pulled_object && !pulled_object.anchored && !ishuman(P))
step_towards(pulled_object,center)
step_towards(pulled_object,center)
step_towards(pulled_object,center)
step_towards(pulled_object,center)
/obj/machinery/power/supermatter_crystal/proc/supermatter_anomaly_gen(turf/anomalycenter, type = FLUX_ANOMALY, anomalyrange = 5)
var/turf/L = pick(orange(anomalyrange, anomalycenter))
if(L)
switch(type)
if(FLUX_ANOMALY)
var/obj/effect/anomaly/flux/A = new(L, 300)
A.explosive = FALSE
if(GRAVITATIONAL_ANOMALY)
new /obj/effect/anomaly/grav(L, 250)
if(PYRO_ANOMALY)
new /obj/effect/anomaly/pyro(L, 200)
/obj/machinery/power/supermatter_crystal/proc/supermatter_zap(atom/zapstart, range = 3, power)
. = zapstart.dir
if(power < 1000)
return
var/target_atom
var/mob/living/target_mob
var/obj/machinery/target_machine
var/obj/structure/target_structure
var/list/arctargetsmob = list()
var/list/arctargetsmachine = list()
var/list/arctargetsstructure = list()
if(prob(20)) //let's not hit all the engineers with every beam and/or segment of the arc
for(var/mob/living/Z in oview(zapstart, range+2))
arctargetsmob += Z
if(arctargetsmob.len)
var/mob/living/H = pick(arctargetsmob)
var/atom/A = H
target_mob = H
target_atom = A
else
for(var/obj/machinery/X in oview(zapstart, range+2))
arctargetsmachine += X
if(arctargetsmachine.len)
var/obj/machinery/M = pick(arctargetsmachine)
var/atom/A = M
target_machine = M
target_atom = A
else
for(var/obj/structure/Y in oview(zapstart, range+2))
arctargetsstructure += Y
if(arctargetsstructure.len)
var/obj/structure/O = pick(arctargetsstructure)
var/atom/A = O
target_structure = O
target_atom = A
if(target_atom)
zapstart.Beam(target_atom, icon_state="nzcrentrs_power", time=5)
var/zapdir = get_dir(zapstart, target_atom)
if(zapdir)
. = zapdir
if(target_mob)
target_mob.electrocute_act(rand(5,10), "Supermatter Discharge Bolt", 1, stun = 0)
if(prob(15))
supermatter_zap(target_mob, 5, power / 2)
supermatter_zap(target_mob, 5, power / 2)
else
supermatter_zap(target_mob, 5, power / 1.5)
else if(target_machine)
if(prob(15))
supermatter_zap(target_machine, 5, power / 2)
supermatter_zap(target_machine, 5, power / 2)
else
supermatter_zap(target_machine, 5, power / 1.5)
else if(target_structure)
if(prob(15))
supermatter_zap(target_structure, 5, power / 2)
supermatter_zap(target_structure, 5, power / 2)
else
supermatter_zap(target_structure, 5, power / 1.5)
#undef HALLUCINATION_RANGE
#undef GRAVITATIONAL_ANOMALY
#undef FLUX_ANOMALY
#undef PYRO_ANOMALY
+78
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@@ -0,0 +1,78 @@
// the underfloor wiring terminal for the APC
// autogenerated when an APC is placed
// all conduit connects go to this object instead of the APC
// using this solves the problem of having the APC in a wall yet also inside an area
/obj/machinery/power/terminal
name = "terminal"
icon_state = "term"
desc = "It's an underfloor wiring terminal for power equipment."
level = 1
layer = WIRE_TERMINAL_LAYER //a bit above wires
var/obj/machinery/power/master = null
/obj/machinery/power/terminal/Initialize()
. = ..()
var/turf/T = get_turf(src)
if(level == 1)
hide(T.intact)
/obj/machinery/power/terminal/Destroy()
if(master)
master.disconnect_terminal()
master = null
return ..()
/obj/machinery/power/terminal/hide(i)
if(i)
invisibility = INVISIBILITY_MAXIMUM
icon_state = "term-f"
else
invisibility = 0
icon_state = "term"
/obj/machinery/power/proc/can_terminal_dismantle()
. = 0
/obj/machinery/power/apc/can_terminal_dismantle()
. = 0
if(opened)
. = 1
/obj/machinery/power/smes/can_terminal_dismantle()
. = 0
if(panel_open)
. = 1
/obj/machinery/power/terminal/proc/dismantle(mob/living/user, obj/item/I)
if(isturf(loc))
var/turf/T = loc
if(T.intact)
to_chat(user, "<span class='warning'>You must first expose the power terminal!</span>")
return
if(master && !master.can_terminal_dismantle())
return
user.visible_message("[user.name] dismantles the power terminal from [master].",
"<span class='notice'>You begin to cut the cables...</span>")
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
if(I.use_tool(src, user, 50))
if(master && !master.can_terminal_dismantle())
return
if(prob(50) && electrocute_mob(user, powernet, src, 1, TRUE))
do_sparks(5, TRUE, master)
return
new /obj/item/stack/cable_coil(drop_location(), 10)
to_chat(user, "<span class='notice'>You cut the cables and dismantle the power terminal.</span>")
qdel(src)
/obj/machinery/power/terminal/wirecutter_act(mob/living/user, obj/item/I)
dismantle(user, I)
return TRUE
+177
View File
@@ -0,0 +1,177 @@
/obj/machinery/power/tesla_coil
name = "tesla coil"
desc = "For the union!"
icon = 'icons/obj/tesla_engine/tesla_coil.dmi'
icon_state = "coil0"
anchored = FALSE
density = TRUE
// Executing a traitor caught releasing tesla was never this fun!
can_buckle = TRUE
buckle_lying = FALSE
buckle_requires_restraints = TRUE
circuit = /obj/item/circuitboard/machine/tesla_coil
var/power_loss = 2
var/input_power_multiplier = 1
var/zap_cooldown = 100
var/last_zap = 0
var/datum/techweb/linked_techweb
/obj/machinery/power/tesla_coil/power
circuit = /obj/item/circuitboard/machine/tesla_coil/power
/obj/machinery/power/tesla_coil/Initialize()
. = ..()
wires = new /datum/wires/tesla_coil(src)
linked_techweb = SSresearch.science_tech
/obj/machinery/power/tesla_coil/RefreshParts()
var/power_multiplier = 0
zap_cooldown = 100
for(var/obj/item/stock_parts/capacitor/C in component_parts)
power_multiplier += C.rating
zap_cooldown -= (C.rating * 20)
input_power_multiplier = power_multiplier
/obj/machinery/power/tesla_coil/on_construction()
if(anchored)
connect_to_network()
/obj/machinery/power/tesla_coil/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(panel_open)
icon_state = "coil_open[anchored]"
else
icon_state = "coil[anchored]"
if(anchored)
connect_to_network()
else
disconnect_from_network()
/obj/machinery/power/tesla_coil/attackby(obj/item/W, mob/user, params)
if(default_deconstruction_screwdriver(user, "coil_open[anchored]", "coil[anchored]", W))
return
if(default_unfasten_wrench(user, W))
return
if(default_deconstruction_crowbar(W))
return
if(is_wire_tool(W) && panel_open)
wires.interact(user)
return
return ..()
/obj/machinery/power/tesla_coil/tesla_act(power, tesla_flags, shocked_targets)
if(anchored && !panel_open)
obj_flags |= BEING_SHOCKED
//don't lose arc power when it's not connected to anything
//please place tesla coils all around the station to maximize effectiveness
var/power_produced = powernet ? power / power_loss : power
add_avail(power_produced*input_power_multiplier)
flick("coilhit", src)
playsound(src.loc, 'sound/magic/lightningshock.ogg', 100, 1, extrarange = 5)
tesla_zap(src, 5, power_produced, tesla_flags, shocked_targets)
if(istype(linked_techweb))
linked_techweb.add_point_type(TECHWEB_POINT_TYPE_DEFAULT, min(power_produced, 1)) // x4 coils = ~240/m point bonus for R&D
addtimer(CALLBACK(src, .proc/reset_shocked), 10)
tesla_buckle_check(power)
else
..()
/obj/machinery/power/tesla_coil/proc/zap()
if((last_zap + zap_cooldown) > world.time || !powernet)
return FALSE
last_zap = world.time
var/coeff = (20 - ((input_power_multiplier - 1) * 3))
coeff = max(coeff, 10)
var/power = (powernet.avail/2)
add_load(power)
playsound(src.loc, 'sound/magic/lightningshock.ogg', 100, 1, extrarange = 5)
tesla_zap(src, 10, power/(coeff/2), TESLA_FUSION_FLAGS)
tesla_buckle_check(power/(coeff/2))
// Tesla R&D researcher
/obj/machinery/power/tesla_coil/research
name = "Tesla Corona Analyzer"
desc = "A modified Tesla Coil used to study the effects of Edison's Bane for research."
icon_state = "rpcoil0"
circuit = /obj/item/circuitboard/machine/tesla_coil/research
power_loss = 20 // something something, high voltage + resistance
/obj/machinery/power/tesla_coil/research/tesla_act(power, tesla_flags, shocked_things)
if(anchored && !panel_open)
obj_flags |= BEING_SHOCKED
var/power_produced = powernet ? power / power_loss : power
add_avail(power_produced*input_power_multiplier)
flick("rpcoilhit", src)
playsound(src.loc, 'sound/magic/lightningshock.ogg', 100, 1, extrarange = 5)
tesla_zap(src, 5, power_produced, tesla_flags, shocked_things)
if(istype(linked_techweb))
linked_techweb.add_point_type(TECHWEB_POINT_TYPE_DEFAULT, min(power_produced, 3)) // x4 coils with a pulse per second or so = ~720/m point bonus for R&D
addtimer(CALLBACK(src, .proc/reset_shocked), 10)
tesla_buckle_check(power)
else
..()
/obj/machinery/power/tesla_coil/research/default_unfasten_wrench(mob/user, obj/item/wrench/W, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(panel_open)
icon_state = "rpcoil_open[anchored]"
else
icon_state = "rpcoil[anchored]"
/obj/machinery/power/tesla_coil/research/attackby(obj/item/W, mob/user, params)
if(default_deconstruction_screwdriver(user, "rpcoil_open[anchored]", "rpcoil[anchored]", W))
return
return ..()
/obj/machinery/power/tesla_coil/research/on_construction()
if(anchored)
connect_to_network()
/obj/machinery/power/grounding_rod
name = "grounding rod"
desc = "Keep an area from being fried from Edison's Bane."
icon = 'icons/obj/tesla_engine/tesla_coil.dmi'
icon_state = "grounding_rod0"
anchored = FALSE
density = TRUE
can_buckle = TRUE
buckle_lying = FALSE
buckle_requires_restraints = TRUE
/obj/machinery/power/grounding_rod/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(panel_open)
icon_state = "grounding_rod_open[anchored]"
else
icon_state = "grounding_rod[anchored]"
/obj/machinery/power/grounding_rod/attackby(obj/item/W, mob/user, params)
if(default_deconstruction_screwdriver(user, "grounding_rod_open[anchored]", "grounding_rod[anchored]", W))
return
if(default_unfasten_wrench(user, W))
return
if(default_deconstruction_crowbar(W))
return
return ..()
/obj/machinery/power/grounding_rod/tesla_act(var/power)
if(anchored && !panel_open)
flick("grounding_rodhit", src)
tesla_buckle_check(power)
else
..()
+313
View File
@@ -0,0 +1,313 @@
#define TESLA_DEFAULT_POWER 1738260
#define TESLA_MINI_POWER 869130
/obj/singularity/energy_ball
name = "energy ball"
desc = "An energy ball."
icon = 'icons/obj/tesla_engine/energy_ball.dmi'
icon_state = "energy_ball"
pixel_x = -32
pixel_y = -32
current_size = STAGE_TWO
move_self = 1
grav_pull = 0
contained = 0
density = TRUE
energy = 0
dissipate = 1
dissipate_delay = 5
dissipate_strength = 1
var/list/orbiting_balls = list()
var/miniball = FALSE
var/produced_power
var/energy_to_raise = 32
var/energy_to_lower = -20
/obj/singularity/energy_ball/Initialize(mapload, starting_energy = 50, is_miniball = FALSE)
miniball = is_miniball
. = ..()
if(!is_miniball)
set_light(10, 7, "#EEEEFF")
/obj/singularity/energy_ball/ex_act(severity, target)
return
/obj/singularity/energy_ball/Destroy()
if(orbiting && istype(orbiting.parent, /obj/singularity/energy_ball))
var/obj/singularity/energy_ball/EB = orbiting.parent
EB.orbiting_balls -= src
for(var/ball in orbiting_balls)
var/obj/singularity/energy_ball/EB = ball
qdel(EB)
. = ..()
/obj/singularity/energy_ball/admin_investigate_setup()
if(miniball)
return //don't annnounce miniballs
..()
/obj/singularity/energy_ball/process()
if(!orbiting)
handle_energy()
move_the_basket_ball(4 + orbiting_balls.len * 1.5)
playsound(src.loc, 'sound/magic/lightningbolt.ogg', 100, 1, extrarange = 30)
pixel_x = 0
pixel_y = 0
tesla_zap(src, 7, TESLA_DEFAULT_POWER, TRUE)
pixel_x = -32
pixel_y = -32
for (var/ball in orbiting_balls)
var/range = rand(1, CLAMP(orbiting_balls.len, 3, 7))
tesla_zap(ball, range, TESLA_MINI_POWER/7*range)
else
energy = 0 // ensure we dont have miniballs of miniballs
/obj/singularity/energy_ball/examine(mob/user)
..()
if(orbiting_balls.len)
to_chat(user, "The amount of orbiting mini-balls is [orbiting_balls.len].")
/obj/singularity/energy_ball/proc/move_the_basket_ball(var/move_amount)
//we face the last thing we zapped, so this lets us favor that direction a bit
var/move_bias = pick(GLOB.alldirs)
for(var/i in 0 to move_amount)
var/move_dir = pick(GLOB.alldirs + move_bias) //ensures large-ball teslas don't just sit around
if(target && prob(10))
move_dir = get_dir(src,target)
var/turf/T = get_step(src, move_dir)
if(can_move(T))
forceMove(T)
setDir(move_dir)
for(var/mob/living/carbon/C in loc)
dust_mobs(C)
/obj/singularity/energy_ball/proc/handle_energy()
if(energy >= energy_to_raise)
energy_to_lower = energy_to_raise - 20
energy_to_raise = energy_to_raise * 1.25
playsound(src.loc, 'sound/magic/lightning_chargeup.ogg', 100, 1, extrarange = 30)
addtimer(CALLBACK(src, .proc/new_mini_ball), 100)
else if(energy < energy_to_lower && orbiting_balls.len)
energy_to_raise = energy_to_raise / 1.25
energy_to_lower = (energy_to_raise / 1.25) - 20
var/Orchiectomy_target = pick(orbiting_balls)
qdel(Orchiectomy_target)
else if(orbiting_balls.len)
dissipate() //sing code has a much better system.
/obj/singularity/energy_ball/proc/new_mini_ball()
if(!loc)
return
var/obj/singularity/energy_ball/EB = new(loc, 0, TRUE)
EB.transform *= pick(0.3, 0.4, 0.5, 0.6, 0.7)
var/icon/I = icon(icon,icon_state,dir)
var/orbitsize = (I.Width() + I.Height()) * pick(0.4, 0.5, 0.6, 0.7, 0.8)
orbitsize -= (orbitsize / world.icon_size) * (world.icon_size * 0.25)
EB.orbit(src, orbitsize, pick(FALSE, TRUE), rand(10, 25), pick(3, 4, 5, 6, 36))
/obj/singularity/energy_ball/Bump(atom/A)
dust_mobs(A)
/obj/singularity/energy_ball/Bumped(atom/movable/AM)
dust_mobs(AM)
/obj/singularity/energy_ball/attack_tk(mob/user)
if(iscarbon(user))
var/mob/living/carbon/C = user
to_chat(C, "<span class='userdanger'>That was a shockingly dumb idea.</span>")
var/obj/item/organ/brain/rip_u = locate(/obj/item/organ/brain) in C.internal_organs
C.ghostize(0)
qdel(rip_u)
C.death()
/obj/singularity/energy_ball/orbit(obj/singularity/energy_ball/target)
if (istype(target))
target.orbiting_balls += src
GLOB.poi_list -= src
target.dissipate_strength = target.orbiting_balls.len
. = ..()
/obj/singularity/energy_ball/stop_orbit()
if (orbiting && istype(orbiting.parent, /obj/singularity/energy_ball))
var/obj/singularity/energy_ball/orbitingball = orbiting.parent
orbitingball.orbiting_balls -= src
orbitingball.dissipate_strength = orbitingball.orbiting_balls.len
. = ..()
if (!QDELETED(src))
qdel(src)
/obj/singularity/energy_ball/proc/dust_mobs(atom/A)
if(isliving(A))
var/mob/living/L = A
if(L.incorporeal_move || L.status_flags & GODMODE)
return
if(!iscarbon(A))
return
for(var/obj/machinery/power/grounding_rod/GR in orange(src, 2))
if(GR.anchored)
return
var/mob/living/carbon/C = A
C.dust()
/proc/tesla_zap(atom/source, zap_range = 3, power, tesla_flags = TESLA_DEFAULT_FLAGS, list/shocked_targets)
. = source.dir
if(power < 1000)
return
var/closest_dist = 0
var/closest_atom
var/obj/machinery/power/tesla_coil/closest_tesla_coil
var/obj/machinery/power/grounding_rod/closest_grounding_rod
var/mob/living/closest_mob
var/obj/machinery/closest_machine
var/obj/structure/closest_structure
var/obj/structure/blob/closest_blob
var/static/things_to_shock = typecacheof(list(/obj/machinery, /mob/living, /obj/structure))
var/static/blacklisted_tesla_types = typecacheof(list(/obj/machinery/atmospherics,
/obj/machinery/power/emitter,
/obj/machinery/field/generator,
/mob/living/simple_animal,
/obj/machinery/particle_accelerator/control_box,
/obj/structure/particle_accelerator/fuel_chamber,
/obj/structure/particle_accelerator/particle_emitter/center,
/obj/structure/particle_accelerator/particle_emitter/left,
/obj/structure/particle_accelerator/particle_emitter/right,
/obj/structure/particle_accelerator/power_box,
/obj/structure/particle_accelerator/end_cap,
/obj/machinery/field/containment,
/obj/structure/disposalpipe,
/obj/structure/disposaloutlet,
/obj/machinery/disposal/deliveryChute,
/obj/machinery/camera,
/obj/structure/sign,
/obj/machinery/gateway,
/obj/structure/lattice,
/obj/structure/grille,
/obj/machinery/the_singularitygen/tesla,
/obj/structure/frame/machine))
for(var/A in typecache_filter_multi_list_exclusion(oview(source, zap_range+2), things_to_shock, blacklisted_tesla_types))
if(!(tesla_flags & TESLA_ALLOW_DUPLICATES) && LAZYACCESS(shocked_targets, A))
continue
if(istype(A, /obj/machinery/power/tesla_coil))
var/dist = get_dist(source, A)
var/obj/machinery/power/tesla_coil/C = A
if(dist <= zap_range && (dist < closest_dist || !closest_tesla_coil) && !(C.obj_flags & BEING_SHOCKED))
closest_dist = dist
//we use both of these to save on istype and typecasting overhead later on
//while still allowing common code to run before hand
closest_tesla_coil = C
closest_atom = C
else if(closest_tesla_coil)
continue //no need checking these other things
else if(istype(A, /obj/machinery/power/grounding_rod))
var/dist = get_dist(source, A)-2
if(dist <= zap_range && (dist < closest_dist || !closest_grounding_rod))
closest_grounding_rod = A
closest_atom = A
closest_dist = dist
else if(closest_grounding_rod)
continue
else if(isliving(A))
var/dist = get_dist(source, A)
var/mob/living/L = A
if(dist <= zap_range && (dist < closest_dist || !closest_mob) && L.stat != DEAD && !(L.flags_1 & TESLA_IGNORE_1))
closest_mob = L
closest_atom = A
closest_dist = dist
else if(closest_mob)
continue
else if(ismachinery(A))
var/obj/machinery/M = A
var/dist = get_dist(source, A)
if(dist <= zap_range && (dist < closest_dist || !closest_machine) && !(M.obj_flags & BEING_SHOCKED))
closest_machine = M
closest_atom = A
closest_dist = dist
else if(closest_mob)
continue
else if(istype(A, /obj/structure/blob))
var/obj/structure/blob/B = A
var/dist = get_dist(source, A)
if(dist <= zap_range && (dist < closest_dist || !closest_tesla_coil) && !(B.obj_flags & BEING_SHOCKED))
closest_blob = B
closest_atom = A
closest_dist = dist
else if(closest_blob)
continue
else if(isstructure(A))
var/obj/structure/S = A
var/dist = get_dist(source, A)
if(dist <= zap_range && (dist < closest_dist || !closest_tesla_coil) && !(S.obj_flags & BEING_SHOCKED))
closest_structure = S
closest_atom = A
closest_dist = dist
//Alright, we've done our loop, now lets see if was anything interesting in range
if(closest_atom)
//common stuff
source.Beam(closest_atom, icon_state="lightning[rand(1,12)]", time=5, maxdistance = INFINITY)
if(!(tesla_flags & TESLA_ALLOW_DUPLICATES))
LAZYSET(shocked_targets, closest_atom, TRUE)
var/zapdir = get_dir(source, closest_atom)
if(zapdir)
. = zapdir
//per type stuff:
if(closest_tesla_coil)
closest_tesla_coil.tesla_act(power, tesla_flags, shocked_targets)
else if(closest_grounding_rod)
closest_grounding_rod.tesla_act(power, tesla_flags, shocked_targets)
else if(closest_mob)
var/shock_damage = (tesla_flags & TESLA_MOB_DAMAGE)? (min(round(power/600), 90) + rand(-5, 5)) : 0
closest_mob.electrocute_act(shock_damage, source, 1, tesla_shock = 1, stun = (tesla_flags & TESLA_MOB_STUN))
if(issilicon(closest_mob))
var/mob/living/silicon/S = closest_mob
if((tesla_flags & TESLA_MOB_STUN) && (tesla_flags & TESLA_MOB_DAMAGE))
S.emp_act(EMP_LIGHT)
tesla_zap(S, 7, power / 1.5, tesla_flags, shocked_targets) // metallic folks bounce it further
else
tesla_zap(closest_mob, 5, power / 1.5, tesla_flags, shocked_targets)
else if(closest_machine)
closest_machine.tesla_act(power, tesla_flags, shocked_targets)
else if(closest_blob)
closest_blob.tesla_act(power, tesla_flags, shocked_targets)
else if(closest_structure)
closest_structure.tesla_act(power, tesla_flags, shocked_targets)
+10
View File
@@ -0,0 +1,10 @@
/obj/machinery/the_singularitygen/tesla
name = "energy ball generator"
desc = "Makes the wardenclyffe look like a child's plaything when shot with a particle accelerator."
icon = 'icons/obj/tesla_engine/tesla_generator.dmi'
icon_state = "TheSingGen"
creation_type = /obj/singularity/energy_ball
/obj/machinery/the_singularitygen/tesla/tesla_act(power, tesla_flags)
if(tesla_flags & TESLA_MACHINE_EXPLOSIVE)
energy += power
+93
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@@ -0,0 +1,93 @@
//Solar tracker
//Machine that tracks the sun and reports it's direction to the solar controllers
//As long as this is working, solar panels on same powernet will track automatically
/obj/machinery/power/tracker
name = "solar tracker"
desc = "A solar directional tracker."
icon = 'goon/icons/obj/power.dmi'
icon_state = "tracker"
density = TRUE
use_power = NO_POWER_USE
max_integrity = 250
integrity_failure = 50
var/id = 0
var/sun_angle = 0 // sun angle as set by sun datum
var/obj/machinery/power/solar_control/control = null
/obj/machinery/power/tracker/Initialize(mapload, obj/item/solar_assembly/S)
. = ..()
Make(S)
connect_to_network()
/obj/machinery/power/tracker/Destroy()
unset_control() //remove from control computer
return ..()
//set the control of the tracker to a given computer if closer than SOLAR_MAX_DIST
/obj/machinery/power/tracker/proc/set_control(obj/machinery/power/solar_control/SC)
if(!SC || (get_dist(src, SC) > SOLAR_MAX_DIST))
return 0
control = SC
SC.connected_tracker = src
return 1
//set the control of the tracker to null and removes it from the previous control computer if needed
/obj/machinery/power/tracker/proc/unset_control()
if(control)
control.connected_tracker = null
control = null
/obj/machinery/power/tracker/proc/Make(obj/item/solar_assembly/S)
if(!S)
S = new /obj/item/solar_assembly(src)
S.glass_type = /obj/item/stack/sheet/glass
S.tracker = 1
S.anchored = TRUE
S.forceMove(src)
update_icon()
//updates the tracker icon and the facing angle for the control computer
/obj/machinery/power/tracker/proc/set_angle(angle)
sun_angle = angle
//set icon dir to show sun illumination
setDir(turn(NORTH, -angle - 22.5) )// 22.5 deg bias ensures, e.g. 67.5-112.5 is EAST
if(powernet && (powernet == control.powernet)) //update if we're still in the same powernet
control.currentdir = angle
/obj/machinery/power/tracker/crowbar_act(mob/user, obj/item/I)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user.visible_message("[user] begins to take the glass off [src].", "<span class='notice'>You begin to take the glass off [src]...</span>")
if(I.use_tool(src, user, 50))
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
user.visible_message("[user] takes the glass off [src].", "<span class='notice'>You take the glass off [src].</span>")
deconstruct(TRUE)
return TRUE
/obj/machinery/power/tracker/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
playsound(loc, 'sound/effects/glassbr3.ogg', 100, 1)
stat |= BROKEN
unset_control()
/obj/machinery/power/solar/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(disassembled)
var/obj/item/solar_assembly/S = locate() in src
if(S)
S.forceMove(loc)
S.give_glass(stat & BROKEN)
else
playsound(src, "shatter", 70, 1)
new /obj/item/shard(src.loc)
new /obj/item/shard(src.loc)
qdel(src)
// Tracker Electronic
/obj/item/electronics/tracker
name = "tracker electronics"
+349
View File
@@ -0,0 +1,349 @@
// TURBINE v2 AKA rev4407 Engine reborn!
// How to use it? - Mappers
//
// This is a very good power generating mechanism. All you need is a blast furnace with soaring flames and output.
// Not everything is included yet so the turbine can run out of fuel quiet quickly. The best thing about the turbine is that even
// though something is on fire that passes through it, it won't be on fire as it passes out of it. So the exhaust fumes can still
// containt unreacted fuel - plasma and oxygen that needs to be filtered out and re-routed back. This of course requires smart piping
// For a computer to work with the turbine the compressor requires a comp_id matching with the turbine computer's id. This will be
// subjected to a change in the near future mind you. Right now this method of generating power is a good backup but don't expect it
// become a main power source unless some work is done. Have fun. At 50k RPM it generates 60k power. So more than one turbine is needed!
//
// - Numbers
//
// Example setup S - sparker
// B - Blast doors into space for venting
// *BBB****BBB* C - Compressor
// S CT * T - Turbine
// * ^ * * V * D - Doors with firedoor
// **|***D**|** ^ - Fuel feed (Not vent, but a gas outlet)
// | | V - Suction vent (Like the ones in atmos
//
/obj/machinery/power/compressor
name = "compressor"
desc = "The compressor stage of a gas turbine generator."
icon = 'icons/obj/atmospherics/pipes/simple.dmi'
icon_state = "compressor"
density = TRUE
resistance_flags = FIRE_PROOF
CanAtmosPass = ATMOS_PASS_DENSITY
circuit = /obj/item/circuitboard/machine/power_compressor
var/obj/machinery/power/turbine/turbine
var/datum/gas_mixture/gas_contained
var/turf/inturf
var/starter = 0
var/rpm = 0
var/rpmtarget = 0
var/capacity = 1e6
var/comp_id = 0
var/efficiency
/obj/machinery/power/turbine
name = "gas turbine generator"
desc = "A gas turbine used for backup power generation."
icon = 'icons/obj/atmospherics/pipes/simple.dmi'
icon_state = "turbine"
density = TRUE
resistance_flags = FIRE_PROOF
CanAtmosPass = ATMOS_PASS_DENSITY
circuit = /obj/item/circuitboard/machine/power_turbine
var/opened = 0
var/obj/machinery/power/compressor/compressor
var/turf/outturf
var/lastgen
var/productivity = 1
/obj/machinery/computer/turbine_computer
name = "gas turbine control computer"
desc = "A computer to remotely control a gas turbine."
icon_screen = "turbinecomp"
icon_keyboard = "tech_key"
circuit = /obj/item/circuitboard/computer/turbine_computer
var/obj/machinery/power/compressor/compressor
var/id = 0
// the inlet stage of the gas turbine electricity generator
/obj/machinery/power/compressor/Initialize()
. = ..()
// The inlet of the compressor is the direction it faces
gas_contained = new
inturf = get_step(src, dir)
locate_machinery()
if(!turbine)
stat |= BROKEN
#define COMPFRICTION 5e5
/obj/machinery/power/compressor/locate_machinery()
if(turbine)
return
turbine = locate() in get_step(src, get_dir(inturf, src))
if(turbine)
turbine.locate_machinery()
/obj/machinery/power/compressor/RefreshParts()
var/E = 0
for(var/obj/item/stock_parts/manipulator/M in component_parts)
E += M.rating
efficiency = E / 6
/obj/machinery/power/compressor/attackby(obj/item/I, mob/user, params)
if(default_deconstruction_screwdriver(user, initial(icon_state), initial(icon_state), I))
return
if(default_change_direction_wrench(user, I))
turbine = null
inturf = get_step(src, dir)
locate_machinery()
if(turbine)
to_chat(user, "<span class='notice'>Turbine connected.</span>")
stat &= ~BROKEN
else
to_chat(user, "<span class='alert'>Turbine not connected.</span>")
stat |= BROKEN
return
default_deconstruction_crowbar(I)
/obj/machinery/power/compressor/process()
if(!turbine)
stat = BROKEN
if(stat & BROKEN || panel_open)
return
if(!starter)
return
cut_overlays()
rpm = 0.9* rpm + 0.1 * rpmtarget
var/datum/gas_mixture/environment = inturf.return_air()
// It's a simplified version taking only 1/10 of the moles from the turf nearby. It should be later changed into a better version
var/transfer_moles = environment.total_moles()/10
var/datum/gas_mixture/removed = inturf.remove_air(transfer_moles)
gas_contained.merge(removed)
// RPM function to include compression friction - be advised that too low/high of a compfriction value can make things screwy
rpm = max(0, rpm - (rpm*rpm)/(COMPFRICTION*efficiency))
if(starter && !(stat & NOPOWER))
use_power(2800)
if(rpm<1000)
rpmtarget = 1000
else
if(rpm<1000)
rpmtarget = 0
if(rpm>50000)
add_overlay(mutable_appearance(icon, "comp-o4", FLY_LAYER))
else if(rpm>10000)
add_overlay(mutable_appearance(icon, "comp-o3", FLY_LAYER))
else if(rpm>2000)
add_overlay(mutable_appearance(icon, "comp-o2", FLY_LAYER))
else if(rpm>500)
add_overlay(mutable_appearance(icon, "comp-o1", FLY_LAYER))
//TODO: DEFERRED
// These are crucial to working of a turbine - the stats modify the power output. TurbGenQ modifies how much raw energy can you get from
// rpms, TurbGenG modifies the shape of the curve - the lower the value the less straight the curve is.
#define TURBGENQ 100000
#define TURBGENG 0.5
/obj/machinery/power/turbine/Initialize()
. = ..()
// The outlet is pointed at the direction of the turbine component
outturf = get_step(src, dir)
locate_machinery()
if(!compressor)
stat |= BROKEN
connect_to_network()
/obj/machinery/power/turbine/RefreshParts()
var/P = 0
for(var/obj/item/stock_parts/capacitor/C in component_parts)
P += C.rating
productivity = P / 6
/obj/machinery/power/turbine/locate_machinery()
if(compressor)
return
compressor = locate() in get_step(src, get_dir(outturf, src))
if(compressor)
compressor.locate_machinery()
/obj/machinery/power/turbine/process()
if(!compressor)
stat = BROKEN
if((stat & BROKEN) || panel_open)
return
if(!compressor.starter)
return
cut_overlays()
// This is the power generation function. If anything is needed it's good to plot it in EXCEL before modifying
// the TURBGENQ and TURBGENG values
lastgen = ((compressor.rpm / TURBGENQ)**TURBGENG) * TURBGENQ * productivity
add_avail(lastgen)
// Weird function but it works. Should be something else...
var/newrpm = ((compressor.gas_contained.temperature) * compressor.gas_contained.total_moles())/4
newrpm = max(0, newrpm)
if(!compressor.starter || newrpm > 1000)
compressor.rpmtarget = newrpm
if(compressor.gas_contained.total_moles()>0)
var/oamount = min(compressor.gas_contained.total_moles(), (compressor.rpm+100)/35000*compressor.capacity)
var/datum/gas_mixture/removed = compressor.gas_contained.remove(oamount)
outturf.assume_air(removed)
// If it works, put an overlay that it works!
if(lastgen > 100)
add_overlay(mutable_appearance(icon, "turb-o", FLY_LAYER))
updateDialog()
/obj/machinery/power/turbine/attackby(obj/item/I, mob/user, params)
if(default_deconstruction_screwdriver(user, initial(icon_state), initial(icon_state), I))
return
if(default_change_direction_wrench(user, I))
compressor = null
outturf = get_step(src, dir)
locate_machinery()
if(compressor)
to_chat(user, "<span class='notice'>Compressor connected.</span>")
stat &= ~BROKEN
else
to_chat(user, "<span class='alert'>Compressor not connected.</span>")
stat |= BROKEN
return
default_deconstruction_crowbar(I)
/obj/machinery/power/turbine/ui_interact(mob/user)
if(!Adjacent(user) || (stat & (NOPOWER|BROKEN)) && !issilicon(user))
user.unset_machine(src)
user << browse(null, "window=turbine")
return
var/t = "<TT><B>Gas Turbine Generator</B><HR><PRE>"
t += "Generated power : [DisplayPower(lastgen)]<BR><BR>"
t += "Turbine: [round(compressor.rpm)] RPM<BR>"
t += "Starter: [ compressor.starter ? "<A href='?src=[REF(src)];str=1'>Off</A> <B>On</B>" : "<B>Off</B> <A href='?src=[REF(src)];str=1'>On</A>"]"
t += "</PRE><HR><A href='?src=[REF(src)];close=1'>Close</A>"
t += "</TT>"
var/datum/browser/popup = new(user, "turbine", name)
popup.set_content(t)
popup.open()
return
/obj/machinery/power/turbine/Topic(href, href_list)
if(..())
return
if( href_list["close"] )
usr << browse(null, "window=turbine")
usr.unset_machine(src)
return
else if( href_list["str"] )
if(compressor)
compressor.starter = !compressor.starter
updateDialog()
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// COMPUTER NEEDS A SERIOUS REWRITE.
/obj/machinery/computer/turbine_computer/Initialize()
. = ..()
return INITIALIZE_HINT_LATELOAD
/obj/machinery/computer/turbine_computer/LateInitialize()
locate_machinery()
/obj/machinery/computer/turbine_computer/locate_machinery()
if(id)
for(var/obj/machinery/power/compressor/C in GLOB.machines)
if(C.comp_id == id)
compressor = C
return
else
compressor = locate(/obj/machinery/power/compressor) in range(5, src)
/obj/machinery/computer/turbine_computer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "turbine_computer", name, 350, 280, master_ui, state)
ui.open()
/obj/machinery/computer/turbine_computer/ui_data(mob/user)
var/list/data = list()
data["connected"] = (compressor && compressor.turbine) ? TRUE : FALSE
data["compressor_broke"] = (!compressor || (compressor.stat & BROKEN)) ? TRUE : FALSE
data["turbine_broke"] = (!compressor || !compressor.turbine || (compressor.turbine.stat & BROKEN)) ? TRUE : FALSE
data["broken"] = (data["compressor_broke"] || data["turbine_broke"])
data["online"] = compressor.starter
data["power"] = DisplayPower(compressor.turbine.lastgen)
data["rpm"] = compressor.rpm
data["temp"] = compressor.gas_contained.temperature
return data
/obj/machinery/computer/turbine_computer/ui_act(action, params)
if(..())
return
switch(action)
if("power-on")
if(compressor && compressor.turbine)
compressor.starter = TRUE
. = TRUE
if("power-off")
if(compressor && compressor.turbine)
compressor.starter = FALSE
. = TRUE
if("reconnect")
locate_machinery()
. = TRUE
#undef COMPFRICTION
#undef TURBGENQ
#undef TURBGENG