// the power cell // charge from 0 to 100% // fits in PDU to provide backup power /obj/item/weapon/cell/New() ..() charge = charge * maxcharge/100.0 // map obj has charge as percentage, convert to real value here spawn(5) updateicon() /obj/item/weapon/cell/proc/updateicon() if(maxcharge == 1000) icon_state = "cell" else icon_state = "hpcell" overlays = null if(charge < 0.01) return else if(charge/maxcharge >=0.995) overlays += image('power.dmi', "cell-o2") else overlays += image('power.dmi', "cell-o1") /obj/item/weapon/cell/proc/percent() // return % charge of cell return 100.0*charge/maxcharge /obj/item/weapon/cell/examine() set src in view(1) if(usr && !usr.stat) if(maxcharge == 1000) usr.client_mob() << "[desc]\nThe charge meter reads [round(src.percent() )]%." else usr.client_mob() << "A high-capacity rechargable electrochemical power cell.\nThe charge meter reads [round(src.percent() )]%." // the power cable object /obj/cable/New() ..() // 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 = src.loc // hide if turf is not intact if(level==1) hide(T.intact) /obj/cable/Del() // called when a cable is deleted if(!defer_powernet_rebuild) // set if network will be rebuilt manually if(netnum && powernets && powernets.len >= netnum) // make sure cable & powernet data is valid var/datum/powernet/PN = powernets[netnum] PN.cut_cable(src) // updated the powernets else if(Debug) world.log << "Defered cable deletion at [x],[y]: #[netnum]" ..() // then go ahead and delete the cable /obj/cable/hide(var/i) invisibility = i ? 101 : 0 updateicon() /obj/cable/proc/updateicon() if(invisibility) //icon_state = "[d1]-[d2]" //icon -= rgb(0,0,0,128) icon_state = "[d1]-[d2]-f" else //icon = initial(icon) icon_state = "[d1]-[d2]" /obj/cable/attackby(obj/item/weapon/W, mob/user) var/turf/T = src.loc if(T.intact) return if(istype(W, /obj/item/weapon/wirecutters)) if(src.d1) // 0-X cables are 1 unit, X-X cables are 2 units long new/obj/item/weapon/cable_coil(T, 2) else new/obj/item/weapon/cable_coil(T, 1) for(var/mob/O in viewers(src, null)) O.show_message("[user] cuts the cable.", 1) shock(user, 50) defer_powernet_rebuild = 0 // to fix no-action bug del(src) return // not needed, but for clarity else if(istype(W, /obj/item/weapon/cable_coil)) var/obj/item/weapon/cable_coil/coil = W coil.cable_join(src, user) //note do shock in cable_join else shock(user, 10) src.add_fingerprint(user) // shock the user with probability prb /obj/cable/proc/shock(mob/user, prb) if(!netnum) // unconnected cable is unpowered return 0 return src.electrocute(user, prb, netnum) atom/proc/electrocute(mob/user, prb, netnum) if(!prob(prb)) return 0 if(!netnum) // unconnected cable is unpowered return 0 var/datum/powernet/PN // find the powernet if(powernets && powernets.len >= netnum) PN = powernets[netnum] if(PN && PN.avail > 0) // is it powered? var/prot = 0 if(istype(user, /mob/human)) var/mob/human/H = user if(H.gloves) var/obj/item/weapon/clothing/gloves/G = H.gloves prot = G.elec_protect else if (istype(user, /mob/ai)) return 0 if(prot == 10) // elec insulted gloves protect completely return 0 prot++ var/obj/effects/sparks/O = new /obj/effects/sparks( src.loc ) O.dir = pick(NORTH, SOUTH, EAST, WEST) spawn( 0 ) O.Life() if(PN.avail > 10000) user.burn(5e7/prot) if (istype(user, /mob/drone)) user.client_mob() << "\red The drone has been electrocuted!" user:releaseControl(0) else user << "\red You feel a powerful shock course through your body!" sleep(1) user.stunned = 120/prot user.weakened = 20/prot for(var/mob/M in hearers(src, null)) if(M == user) continue if (!( M.blinded )) M.client_mob() << text("\red [user.name] was shocked by the [src.name]!") else M.client_mob() << "\red You hear a heavy electrical crack." return 1 return 0 /obj/cable/ex_act(severity) switch(severity) if(1.0) del(src) if(2.0) if (prob(50)) new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1) del(src) if(3.0) if (prob(25)) new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1) del(src) else return /obj/cable/burn(fi_amount) if(fi_amount > 1800000) var/turf/T = src.loc if(!T.intact) if(prob(10)) defer_powernet_rebuild = 0 del(src) // the cable coil object, used for laying cable /obj/item/weapon/cable_coil/New(loc, length = MAXCOIL) src.amount = length pixel_x = rand(-2,2) pixel_y = rand(-2,2) updateicon() ..(loc) /obj/item/weapon/cable_coil/proc/updateicon() if(amount == 1) icon_state = "coil1" name = "cable piece" else if(amount == 2) icon_state = "coil2" name = "cable piece" else icon_state = "coil" name = "cable coil" /obj/item/weapon/cable_coil/examine() set src in view(1) if(amount == 1) usr.client_mob() << "A short piece of power cable." else if(amount == 1) usr.client_mob() << "A piece of power cable." else usr.client_mob() << "A coil of power cable. There are [amount] lengths of cable in the coil." /obj/item/weapon/cable_coil/attackby(obj/item/weapon/W, mob/user) if( istype(W, /obj/item/weapon/wirecutters) && src.amount > 1) src.amount-- new/obj/item/weapon/cable_coil(user.loc, 1) user.client_mob() << "You cut a piece off the cable coil." src.updateicon() return else if( istype(W, /obj/item/weapon/cable_coil) ) var/obj/item/weapon/cable_coil/C = W if(C.amount == MAXCOIL) user.client_mob() << "The coil is too long, you cannot add any more cable to it." return if( (C.amount + src.amount <= MAXCOIL) ) C.amount += src.amount user.client_mob() << "You join the cable coils together." C.updateicon() del(src) return else user.client_mob() << "You transfer [MAXCOIL - src.amount ] length\s of cable from one coil to the other." src.amount -= (MAXCOIL-C.amount) src.updateicon() C.amount = MAXCOIL C.updateicon() return /obj/item/weapon/cable_coil/proc/use(var/used) if(src.amount < used) return 0 else if (src.amount == used) del(src) else amount -= used updateicon() return 1 // called when cable_coil is clicked on a turf/station/floor /obj/item/weapon/cable_coil/proc/turf_place(turf/station/floor/F, mob/user) if(!isturf(user.loc)) return if(get_dist(F,user) > 1) user.client_mob() << "You can't lay cable at a place that far away." return if(F.intact) // if floor is intact, complain user.client_mob() << "You can't lay cable there unless the floor tiles are removed." return else var/dirn if(user.loc == F) dirn = user.dir // if laying on the tile we're on, lay in the direction we're facing else dirn = get_dir(F, user) for(var/obj/cable/LC in F) if(LC.d1 == dirn || LC.d2 == dirn) user.client_mob() << "There's already a cable at that position." return var/obj/cable/C = new(F) C.d1 = 0 C.d2 = dirn C.add_fingerprint(user) C.updateicon() C.update_network() use(1) //src.laying = 1 //last = C // called when cable_coil is click on an installed obj/cable /obj/item/weapon/cable_coil/proc/cable_join(obj/cable/C, mob/user) 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 user.client_mob() << "You can't lay cable at a place that far away." return if(U == T) // do nothing if we clicked a cable we're standing on return // may change later if can think of something logical to do var/dirn = get_dir(C, user) if(C.d1 == dirn || C.d2 == dirn) // one end of the clicked cable is pointing towards us if(U.intact) // can't place a cable if the floor is complete user.client_mob() << "You can't lay cable there unless the floor tiles are removed." 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/cable/LC in U) // check to make sure there's not a cable there already if(LC.d1 == fdirn || LC.d2 == fdirn) user.client_mob() << "There's already a cable at that position." return var/obj/cable/NC = new(U) NC.d1 = 0 NC.d2 = fdirn NC.add_fingerprint() NC.updateicon() NC.update_network() use(1) C.shock(user, 25) return else if(C.d1 == 0) // exisiting cable doesn't point at our position, so see if it's a stub // 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/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 == nd1 || LC.d1 == nd2 || LC.d2 == nd2) // make sure no cable matches either direction user.client_mob() << "There's already a cable at that position." return C.shock(user, 25) del(C) var/obj/cable/NC = new(T) NC.d1 = nd1 NC.d2 = nd2 NC.add_fingerprint() NC.updateicon() NC.update_network() use(1) return // called when a new cable is created // can be 1 of 3 outcomes: // 1. Isolated cable (or only connects to isolated machine) -> create new powernet // 2. Joins to end or bridges loop of a single network (may also connect isolated machine) -> add to old network // 3. Bridges gap between 2 networks -> merge the networks (must rebuild lists also) /obj/cable/proc/update_network() // easy way: do /makepowernets again makepowernets() // do things more logically if this turns out to be too slow // may just do this for case 3 anyway (simpler than refreshing list) // the powernet datum // each contiguous network of cables & nodes // rebuild all power networks from scratch /proc/makepowernets() var/netcount = 0 powernets = list() for(var/obj/cable/PC in world) PC.netnum = 0 for(var/obj/machinery/power/M in machines) if(M.netnum >=0) M.netnum = 0 for(var/obj/cable/PC in world) if(!PC.netnum) PC.netnum = ++netcount if(Debug) world.log << "Starting mpn at [PC.x],[PC.y] ([PC.d1]/[PC.d2]) #[netcount]" powernet_nextlink(PC, PC.netnum) if(Debug) world.log << "[netcount] powernets found" for(var/L = 1 to netcount) var/datum/powernet/PN = new() //PN.tag = "powernet #[L]" powernets += PN PN.number = L for(var/obj/cable/C in world) var/datum/powernet/PN = powernets[C.netnum] PN.cables += C for(var/obj/machinery/power/M in machines) if(M.netnum<=0) // APCs have netnum=-1 so they don't count as network nodes directly continue M.powernet = powernets[M.netnum] M.powernet.nodes += M // 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 netnum==0 /proc/power_list(var/turf/T, var/source, var/d, var/unmarked=0) var/list/result = list() var/fdir = (!d)? 0 : turn(d, 180) // the opposite direction to d (or 0 if d==0) for(var/obj/machinery/power/P in T) if(P.netnum < 0) // exclude APCs continue if(P.directwired) // true if this machine covers the whole turf (so can be joined to a cable on neighbour turf) if(!unmarked || !P.netnum) result += P else if(d == 0) // otherwise, need a 0-X cable on same turf to connect if(!unmarked || !P.netnum) result += P for(var/obj/cable/C in T) if(C.d1 == fdir || C.d2 == fdir) if(!unmarked || !C.netnum) result += C result -= source return result /obj/cable/proc/get_connections() var/list/res = list() // this will be a list of all connected power objects var/turf/T if(!d1) T = src.loc // if d1=0, same turf as src else T = get_step(src, d1) res += power_list(T, src , d1, 1) T = get_step(src, d2) res += power_list(T, src, d2, 1) return res /proc/powernet_nextlink(var/obj/O, var/num) var/list/P //world.log << "start: [O] at [O.x].[O.y]" while(1) if( istype(O, /obj/cable) ) var/obj/cable/C = O C.netnum = num else if( istype(O, /obj/machinery/power) ) var/obj/machinery/power/M = O M.netnum = num if( istype(O, /obj/cable) ) var/obj/cable/C = O P = C.get_connections() else if( istype(O, /obj/machinery/power) ) var/obj/machinery/power/M = O P = M.get_connections() if(P.len == 0) //world.log << "end1" return O = P[1] for(var/L = 2 to P.len) powernet_nextlink(P[L], num) //world.log << "next: [O] at [O.x].[O.y]" // cut a powernet at this cable object /datum/powernet/proc/cut_cable(var/obj/cable/C) var/turf/T1 = C.loc if(C.d1) T1 = get_step(C, C.d1) var/turf/T2 = get_step(C, C.d2) var/list/P1 = power_list(T1, C, C.d1) // what joins on to cut cable in dir1 var/list/P2 = power_list(T2, C, C.d2) // what joins on to cut cable in dir2 if(Debug) for(var/obj/O in P1) world.log << "P1: [O] at [O.x] [O.y] : [istype(O, /obj/cable) ? "[O:d1]/[O:d2]" : null] " for(var/obj/O in P2) world.log << "P2: [O] at [O.x] [O.y] : [istype(O, /obj/cable) ? "[O:d1]/[O:d2]" : null] " if(P1.len == 0 || P2.len ==0) // if nothing in either list, then the cable was an endpoint // no need to rebuild the powernet, just remove cut cable from the list cables -= C if(Debug) world.log << "Was end of cable" return // zero the netnum of all cables & nodes in this powernet for(var/obj/cable/OC in cables) OC.netnum = 0 for(var/obj/machinery/power/OM in nodes) OM.netnum = 0 // remove the cut cable from the network C.netnum = -1 C.loc = null cables -= C powernet_nextlink(P1[1], number) // propagate network from 1st side of cable, using current netnum // now test to see if propagation reached to the other side // if so, then there's a loop in the network var/notlooped = 0 for(var/obj/O in P2) if( istype(O, /obj/machinery/power) ) var/obj/machinery/power/OM = O if(OM.netnum != number) notlooped = 1 break else if( istype(O, /obj/cable) ) var/obj/cable/OC = O if(OC.netnum != number) notlooped = 1 break if(notlooped) // not looped, so make a new powernet var/datum/powernet/PN = new() //PN.tag = "powernet #[L]" powernets += PN PN.number = powernets.len if(Debug) world.log << "Was not looped: spliting PN#[number] ([cables.len];[nodes.len])" for(var/obj/cable/OC in cables) if(!OC.netnum) // non-connected cables will have netnum==0, since they weren't reached by propagation OC.netnum = PN.number cables -= OC PN.cables += OC // remove from old network & add to new one for(var/obj/machinery/power/OM in nodes) if(!OM.netnum) OM.netnum = PN.number OM.powernet = PN nodes -= OM PN.nodes += OM // same for power machines if(Debug) world.log << "Old PN#[number] : ([cables.len];[nodes.len])" world.log << "New PN#[PN.number] : ([PN.cables.len];[PN.nodes.len])" else if(Debug) world.log << "Was looped." //there is a loop, so nothing to be done return return /datum/powernet/proc/reset() load = newload newload = 0 avail = newavail newavail = 0 viewload = 0.8*viewload + 0.2*load viewload = round(viewload) var/numapc = 0 for(var/obj/machinery/power/terminal/term in nodes) if( istype( term.master, /obj/machinery/power/apc ) ) numapc++ if(numapc) perapc = avail/numapc netexcess = avail - load if( netexcess > 100) // 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