File standardisation (#13131)

* Adds the check components

* Adds in trailing newlines

* Converts all CRLF to LF

* Post merge EOF

* Post merge line endings

* Final commit
This commit is contained in:
AffectedArc07
2020-03-17 22:08:51 +00:00
committed by GitHub
parent ec19ea3d2d
commit 04ba5c1cc9
1451 changed files with 183694 additions and 183593 deletions
+148 -148
View File
@@ -1,148 +1,148 @@
var/global/list/rad_collectors = list()
/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 = 0
density = 1
req_access = list(ACCESS_ENGINE_EQUIP)
// use_power = NO_POWER_USE
max_integrity = 350
integrity_failure = 80
var/obj/item/tank/plasma/P = null
var/last_power = 0
var/active = 0
var/locked = 0
var/drainratio = 1
/obj/machinery/power/rad_collector/Initialize(mapload)
. = ..()
rad_collectors += src
/obj/machinery/power/rad_collector/Destroy()
rad_collectors -= src
return ..()
/obj/machinery/power/rad_collector/process()
if(P)
if(P.air_contents.toxins <= 0)
investigate_log("<font color='red'>out of fuel</font>.","singulo")
P.air_contents.toxins = 0
eject()
else
P.air_contents.toxins -= 0.001*drainratio
return
/obj/machinery/power/rad_collector/attack_hand(mob/user as mob)
if(anchored)
if(!src.locked)
toggle_power()
user.visible_message("[user.name] turns the [src.name] [active? "on":"off"].", \
"You turn the [src.name] [active? "on":"off"].")
investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [user.key]. [P?"Fuel: [round(P.air_contents.toxins/0.29)]%":"<font color='red'>It is empty</font>"].","singulo")
return
else
to_chat(user, "<span class='warning'>The controls are locked!</span>")
return
/obj/machinery/power/rad_collector/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/multitool))
to_chat(user, "<span class='notice'>The [W.name] detects that [last_power]W were recently produced.</span>")
return 1
else if(istype(W, /obj/item/analyzer) && P)
atmosanalyzer_scan(P.air_contents, user)
else if(istype(W, /obj/item/tank/plasma))
if(!src.anchored)
to_chat(user, "<span class='warning'>The [src] needs to be secured to the floor first.</span>")
return 1
if(src.P)
to_chat(user, "<span class='warning'>There's already a plasma tank loaded.</span>")
return 1
user.drop_item()
src.P = W
W.loc = src
update_icons()
else if(istype(W, /obj/item/crowbar))
if(P && !src.locked)
eject()
return 1
else if(istype(W, /obj/item/wrench))
if(P)
to_chat(user, "<span class='notice'>Remove the plasma tank first.</span>")
return 1
playsound(src.loc, W.usesound, 75, 1)
src.anchored = !src.anchored
user.visible_message("[user.name] [anchored? "secures":"unsecures"] the [src.name].", \
"You [anchored? "secure":"undo"] the external bolts.", \
"You hear a ratchet")
if(anchored)
connect_to_network()
else
disconnect_from_network()
else if(istype(W, /obj/item/card/id)||istype(W, /obj/item/pda))
if(src.allowed(user))
if(active)
src.locked = !src.locked
to_chat(user, "The controls are now [src.locked ? "locked." : "unlocked."]")
else
src.locked = 0 //just in case it somehow gets locked
to_chat(user, "<span class='warning'>The controls can only be locked when the [src] is active</span>")
else
to_chat(user, "<span class='warning'>Access denied!</span>")
return 1
else
return ..()
/obj/machinery/power/rad_collector/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags & NODECONSTRUCT))
eject()
stat |= BROKEN
/obj/machinery/power/rad_collector/proc/eject()
locked = 0
var/obj/item/tank/plasma/Z = src.P
if(!Z)
return
Z.loc = get_turf(src)
Z.layer = initial(Z.layer)
Z.plane = initial(Z.plane)
src.P = null
if(active)
toggle_power()
else
update_icons()
/obj/machinery/power/rad_collector/proc/receive_pulse(var/pulse_strength)
if(P && active)
var/power_produced = 0
power_produced = P.air_contents.toxins*pulse_strength*20
add_avail(power_produced)
last_power = power_produced
return
return
/obj/machinery/power/rad_collector/proc/update_icons()
overlays.Cut()
if(P)
overlays += image('icons/obj/singularity.dmi', "ptank")
if(stat & (NOPOWER|BROKEN))
return
if(active)
overlays += image('icons/obj/singularity.dmi', "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
var/global/list/rad_collectors = list()
/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 = 0
density = 1
req_access = list(ACCESS_ENGINE_EQUIP)
// use_power = NO_POWER_USE
max_integrity = 350
integrity_failure = 80
var/obj/item/tank/plasma/P = null
var/last_power = 0
var/active = 0
var/locked = 0
var/drainratio = 1
/obj/machinery/power/rad_collector/Initialize(mapload)
. = ..()
rad_collectors += src
/obj/machinery/power/rad_collector/Destroy()
rad_collectors -= src
return ..()
/obj/machinery/power/rad_collector/process()
if(P)
if(P.air_contents.toxins <= 0)
investigate_log("<font color='red'>out of fuel</font>.","singulo")
P.air_contents.toxins = 0
eject()
else
P.air_contents.toxins -= 0.001*drainratio
return
/obj/machinery/power/rad_collector/attack_hand(mob/user as mob)
if(anchored)
if(!src.locked)
toggle_power()
user.visible_message("[user.name] turns the [src.name] [active? "on":"off"].", \
"You turn the [src.name] [active? "on":"off"].")
investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [user.key]. [P?"Fuel: [round(P.air_contents.toxins/0.29)]%":"<font color='red'>It is empty</font>"].","singulo")
return
else
to_chat(user, "<span class='warning'>The controls are locked!</span>")
return
/obj/machinery/power/rad_collector/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/multitool))
to_chat(user, "<span class='notice'>The [W.name] detects that [last_power]W were recently produced.</span>")
return 1
else if(istype(W, /obj/item/analyzer) && P)
atmosanalyzer_scan(P.air_contents, user)
else if(istype(W, /obj/item/tank/plasma))
if(!src.anchored)
to_chat(user, "<span class='warning'>The [src] needs to be secured to the floor first.</span>")
return 1
if(src.P)
to_chat(user, "<span class='warning'>There's already a plasma tank loaded.</span>")
return 1
user.drop_item()
src.P = W
W.loc = src
update_icons()
else if(istype(W, /obj/item/crowbar))
if(P && !src.locked)
eject()
return 1
else if(istype(W, /obj/item/wrench))
if(P)
to_chat(user, "<span class='notice'>Remove the plasma tank first.</span>")
return 1
playsound(src.loc, W.usesound, 75, 1)
src.anchored = !src.anchored
user.visible_message("[user.name] [anchored? "secures":"unsecures"] the [src.name].", \
"You [anchored? "secure":"undo"] the external bolts.", \
"You hear a ratchet")
if(anchored)
connect_to_network()
else
disconnect_from_network()
else if(istype(W, /obj/item/card/id)||istype(W, /obj/item/pda))
if(src.allowed(user))
if(active)
src.locked = !src.locked
to_chat(user, "The controls are now [src.locked ? "locked." : "unlocked."]")
else
src.locked = 0 //just in case it somehow gets locked
to_chat(user, "<span class='warning'>The controls can only be locked when the [src] is active</span>")
else
to_chat(user, "<span class='warning'>Access denied!</span>")
return 1
else
return ..()
/obj/machinery/power/rad_collector/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags & NODECONSTRUCT))
eject()
stat |= BROKEN
/obj/machinery/power/rad_collector/proc/eject()
locked = 0
var/obj/item/tank/plasma/Z = src.P
if(!Z)
return
Z.loc = get_turf(src)
Z.layer = initial(Z.layer)
Z.plane = initial(Z.plane)
src.P = null
if(active)
toggle_power()
else
update_icons()
/obj/machinery/power/rad_collector/proc/receive_pulse(var/pulse_strength)
if(P && active)
var/power_produced = 0
power_produced = P.air_contents.toxins*pulse_strength*20
add_avail(power_produced)
last_power = power_produced
return
return
/obj/machinery/power/rad_collector/proc/update_icons()
overlays.Cut()
if(P)
overlays += image('icons/obj/singularity.dmi', "ptank")
if(stat & (NOPOWER|BROKEN))
return
if(active)
overlays += image('icons/obj/singularity.dmi', "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
@@ -1,126 +1,126 @@
/obj/machinery/field/containment
name = "Containment Field"
desc = "An energy field."
icon = 'icons/obj/singularity.dmi'
icon_state = "Contain_F"
anchored = 1
density = 0
move_resist = INFINITY
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
use_power = NO_POWER_USE
light_range = 4
layer = OBJ_LAYER + 0.1
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 ..()
/obj/machinery/field/containment/attack_hand(mob/user)
if(get_dist(src, user) > 1)
return 0
else
shock_field(user)
return 1
/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, TRUE)
if(BRUTE)
playsound(loc, 'sound/effects/empulse.ogg', 75, TRUE)
/obj/machinery/field/containment/blob_act(obj/structure/blob/B)
return FALSE
/obj/machinery/field/containment/ex_act(severity)
return 0
/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, oldloc)
if(isliving(mover))
shock_field(mover)
if(istype(mover, /obj/machinery) || istype(mover, /obj/structure) || istype(mover, /obj/mecha))
bump_field(mover)
/obj/machinery/field/containment/proc/set_master(master1,master2)
if(!master1 || !master2)
return 0
FG1 = master1
FG2 = master2
return 1
/obj/machinery/field/containment/shock_field(mob/living/user)
if(!FG1 || !FG2)
qdel(src)
return 0
..()
/obj/machinery/field/containment/Move()
qdel(src)
// Abstract Field Class
// Used for overriding certain procs
/obj/machinery/field
var/hasShocked = 0 //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/CanPass(atom/movable/mover, turf/target, height=0)
if(hasShocked)
return 0
if(isliving(mover)) // Don't let mobs through
shock_field(mover)
return 0
if(istype(mover, /obj/machinery) || istype(mover, /obj/structure) || istype(mover, /obj/mecha))
bump_field(mover)
return 0
return ..()
/obj/machinery/field/proc/shock_field(mob/living/user)
if(isliving(user))
var/shock_damage = min(rand(30,40),rand(30,40))
if(isliving(user) && !issilicon(user))
var/stun = min(shock_damage, 15)
user.Stun(stun)
user.Weaken(10)
user.electrocute_act(shock_damage, src, 1)
else if(issilicon(user))
if(prob(20))
user.Stun(2)
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/bump_field(atom/movable/AM as mob|obj)
if(hasShocked)
return 0
hasShocked = 1
do_sparks(5, 1, AM.loc)
var/atom/target = get_edge_target_turf(AM, get_dir(src, get_step_away(AM, src)))
AM.throw_at(target, 200, 4)
spawn(5)
hasShocked = 0
/obj/machinery/field/containment
name = "Containment Field"
desc = "An energy field."
icon = 'icons/obj/singularity.dmi'
icon_state = "Contain_F"
anchored = 1
density = 0
move_resist = INFINITY
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
use_power = NO_POWER_USE
light_range = 4
layer = OBJ_LAYER + 0.1
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 ..()
/obj/machinery/field/containment/attack_hand(mob/user)
if(get_dist(src, user) > 1)
return 0
else
shock_field(user)
return 1
/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, TRUE)
if(BRUTE)
playsound(loc, 'sound/effects/empulse.ogg', 75, TRUE)
/obj/machinery/field/containment/blob_act(obj/structure/blob/B)
return FALSE
/obj/machinery/field/containment/ex_act(severity)
return 0
/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, oldloc)
if(isliving(mover))
shock_field(mover)
if(istype(mover, /obj/machinery) || istype(mover, /obj/structure) || istype(mover, /obj/mecha))
bump_field(mover)
/obj/machinery/field/containment/proc/set_master(master1,master2)
if(!master1 || !master2)
return 0
FG1 = master1
FG2 = master2
return 1
/obj/machinery/field/containment/shock_field(mob/living/user)
if(!FG1 || !FG2)
qdel(src)
return 0
..()
/obj/machinery/field/containment/Move()
qdel(src)
// Abstract Field Class
// Used for overriding certain procs
/obj/machinery/field
var/hasShocked = 0 //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/CanPass(atom/movable/mover, turf/target, height=0)
if(hasShocked)
return 0
if(isliving(mover)) // Don't let mobs through
shock_field(mover)
return 0
if(istype(mover, /obj/machinery) || istype(mover, /obj/structure) || istype(mover, /obj/mecha))
bump_field(mover)
return 0
return ..()
/obj/machinery/field/proc/shock_field(mob/living/user)
if(isliving(user))
var/shock_damage = min(rand(30,40),rand(30,40))
if(isliving(user) && !issilicon(user))
var/stun = min(shock_damage, 15)
user.Stun(stun)
user.Weaken(10)
user.electrocute_act(shock_damage, src, 1)
else if(issilicon(user))
if(prob(20))
user.Stun(2)
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/bump_field(atom/movable/AM as mob|obj)
if(hasShocked)
return 0
hasShocked = 1
do_sparks(5, 1, AM.loc)
var/atom/target = get_edge_target_turf(AM, get_dir(src, get_step_away(AM, src)))
AM.throw_at(target, 200, 4)
spawn(5)
hasShocked = 0
+346 -346
View File
@@ -1,346 +1,346 @@
/obj/machinery/power/emitter
name = "Emitter"
desc = "A heavy duty industrial laser"
icon = 'icons/obj/singularity.dmi'
icon_state = "emitter"
anchored = 0
density = 1
req_access = list(ACCESS_ENGINE_EQUIP)
use_power = NO_POWER_USE
idle_power_usage = 10
active_power_usage = 300
var/active = 0
var/powered = 0
var/fire_delay = 100
var/maximum_fire_delay = 100
var/minimum_fire_delay = 20
var/last_shot = 0
var/shot_number = 0
var/state = 0
var/locked = 0
var/frequency = 0
var/id_tag = null
var/projectile_type = /obj/item/projectile/beam/emitter
var/projectile_sound = 'sound/weapons/emitter.ogg'
var/datum/radio_frequency/radio_connection
var/datum/effect_system/spark_spread/sparks
/obj/machinery/power/emitter/Initialize(mapload)
. = ..()
component_parts = list()
component_parts += new /obj/item/circuitboard/emitter(null)
component_parts += new /obj/item/stock_parts/micro_laser(null)
component_parts += new /obj/item/stock_parts/manipulator(null)
RefreshParts()
if(state == 2 && anchored)
connect_to_network()
sparks = new
sparks.attach(src)
sparks.set_up(5, 1, src)
if(frequency)
set_frequency(frequency)
/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
//Radio remote control
/obj/machinery/power/emitter/proc/set_frequency(new_frequency)
SSradio.remove_object(src, frequency)
frequency = new_frequency
if(frequency)
radio_connection = SSradio.add_object(src, frequency, RADIO_ATMOSIA)
/obj/machinery/power/emitter/verb/rotate()
set name = "Rotate"
set category = "Object"
set src in oview(1)
if(src.anchored || usr:stat)
to_chat(usr, "It is fastened to the floor!")
return 0
src.dir = turn(src.dir, 90)
return 1
/obj/machinery/power/emitter/AltClick(mob/user)
if(user.incapacitated())
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(!Adjacent(user))
return
rotate()
/obj/machinery/power/emitter/multitool_menu(var/mob/user,var/obj/item/multitool/P)
return {"
<ul>
<li><b>Frequency:</b> <a href="?src=[UID()];set_freq=-1">[format_frequency(frequency)] GHz</a> (<a href="?src=[UID()];set_freq=[ENGINE_FREQ]">Reset</a>)</li>
<li>[format_tag("ID Tag","id_tag","set_id")]</a></li>
</ul>
"}
/obj/machinery/power/emitter/receive_signal(datum/signal/signal)
if(!signal.data["tag"] || (signal.data["tag"] != id_tag))
return 0
var/on=0
switch(signal.data["command"])
if("on")
on=1
if("off")
on=0
if("set")
on = signal.data["state"] > 0
if("toggle")
on = !active
if(anchored && state == 2 && on != active)
active=on
var/statestr=on?"on":"off"
// Spammy message_admins("Emitter turned [statestr] by radio signal ([signal.data["command"]] @ [frequency]) in [formatJumpTo(src)]",0,1)
log_game("Emitter turned [statestr] by radio signal ([signal.data["command"]] @ [frequency]) in ([x], [y], [z]) AAC prints: [jointext(signal.data["hiddenprints"], "")]")
investigate_log("turned <font color='orange'>[statestr]</font> by radio signal ([signal.data["command"]] @ [frequency]) AAC prints: [jointext(signal.data["hiddenprints"], "")]","singulo")
update_icon()
/obj/machinery/power/emitter/Destroy()
if(SSradio)
SSradio.remove_object(src, frequency)
radio_connection = null
msg_admin_attack("Emitter deleted at ([x],[y],[z] - [ADMIN_JMP(src)])", ATKLOG_FEW)
log_game("Emitter deleted at ([x],[y],[z])")
investigate_log("<font color='red'>deleted</font> at ([x],[y],[z])","singulo")
QDEL_NULL(sparks)
return ..()
/obj/machinery/power/emitter/update_icon()
if(active && powernet && avail(active_power_usage))
icon_state = "emitter_+a"
else
icon_state = "emitter"
/obj/machinery/power/emitter/attack_hand(mob/user as mob)
src.add_fingerprint(user)
if(state == 2)
if(!powernet)
to_chat(user, "The emitter isn't connected to a wire.")
return 1
if(!src.locked)
if(src.active==1)
src.active = 0
to_chat(user, "You turn off the [src].")
message_admins("Emitter turned off by [key_name_admin(user)] in ([x], [y], [z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Emitter turned off by [key_name(user)] in [x], [y], [z]")
investigate_log("turned <font color='red'>off</font> by [key_name(usr)]","singulo")
else
src.active = 1
to_chat(user, "You turn on the [src].")
src.shot_number = 0
src.fire_delay = maximum_fire_delay
message_admins("Emitter turned on by [key_name_admin(user)] in ([x], [y], [z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Emitter turned on by [key_name(user)] in [x], [y], [z]")
investigate_log("turned <font color='green'>on</font> by [key_name(usr)]","singulo")
update_icon()
else
to_chat(user, "<span class='warning'>The controls are locked!</span>")
else
to_chat(user, "<span class='warning'>The [src] needs to be firmly secured to the floor first.</span>")
return 1
/obj/machinery/power/emitter/emp_act(var/severity)//Emitters are hardened but still might have issues
// add_load(1000)
/* if((severity == 1)&&prob(1)&&prob(1))
if(src.active)
src.active = 0
src.use_power = IDLE_POWER_USE */
return 1
/obj/machinery/power/emitter/attack_animal(mob/living/simple_animal/M)
if(ismegafauna(M) && anchored)
state = 0
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(src.state != 2 || (!powernet && active_power_usage))
src.active = 0
update_icon()
return
if(active == TRUE)
if(!active_power_usage || surplus() >= active_power_usage)
add_load(active_power_usage)
if(!powered)
powered = 1
update_icon()
investigate_log("regained power and turned <font color='green'>on</font>","singulo")
else
if(powered)
powered = 0
update_icon()
investigate_log("lost power and turned <font color='red'>off</font>","singulo")
return
if(!check_delay())
return FALSE
fire_beam()
/obj/machinery/power/emitter/proc/check_delay()
if((last_shot + fire_delay) <= world.time)
return TRUE
return FALSE
/obj/machinery/power/emitter/proc/fire_beam()
var/obj/item/projectile/P = new projectile_type(get_turf(src))
playsound(get_turf(src), projectile_sound, 50, TRUE)
if(prob(35))
sparks.start()
switch(dir)
if(NORTH)
P.yo = 20
P.xo = 0
if(NORTHEAST)
P.yo = 20
P.xo = 20
if(EAST)
P.yo = 0
P.xo = 20
if(SOUTHEAST)
P.yo = -20
P.xo = 20
if(WEST)
P.yo = 0
P.xo = -20
if(SOUTHWEST)
P.yo = -20
P.xo = -20
if(NORTHWEST)
P.yo = 20
P.xo = -20
else // Any other
P.yo = -20
P.xo = 0
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
P.setDir(dir)
P.starting = loc
P.Angle = null
P.fire()
return P
/obj/machinery/power/emitter/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/multitool))
update_multitool_menu(user)
return 1
if(istype(W, /obj/item/wrench))
if(active)
to_chat(user, "Turn off the [src] first.")
return
switch(state)
if(0)
state = 1
playsound(src.loc, W.usesound, 75, 1)
user.visible_message("[user.name] secures [src.name] to the floor.", \
"You secure the external reinforcing bolts to the floor.", \
"You hear a ratchet")
src.anchored = 1
if(1)
state = 0
playsound(src.loc,W.usesound, 75, 1)
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
"You undo the external reinforcing bolts.", \
"You hear a ratchet")
src.anchored = 0
if(2)
to_chat(user, "<span class='warning'>The [src.name] needs to be unwelded from the floor.</span>")
return
if(istype(W, /obj/item/card/id) || istype(W, /obj/item/pda))
if(emagged)
to_chat(user, "<span class='warning'>The lock seems to be broken</span>")
return
if(src.allowed(user))
if(active)
src.locked = !src.locked
to_chat(user, "The controls are now [src.locked ? "locked." : "unlocked."]")
else
src.locked = 0 //just in case it somehow gets locked
to_chat(user, "<span class='warning'>The controls can only be locked when the [src] is online</span>")
else
to_chat(user, "<span class='warning'>Access denied.</span>")
return
if(default_deconstruction_screwdriver(user, "emitter_open", "emitter", W))
return
if(exchange_parts(user, W))
return
if(default_deconstruction_crowbar(user, W))
return
return ..()
/obj/machinery/power/emitter/emag_act(var/mob/living/user as mob)
if(!emagged)
locked = 0
emagged = 1
if(user)
user.visible_message("[user.name] emags the [src.name].","<span class='warning'>You short out the lock.</span>")
/obj/machinery/power/emitter/welder_act(mob/user, obj/item/I)
if(active)
to_chat(user, "<span class='notice'>Turn off [src] first.</span>")
return
if(state == 0)
to_chat(user, "<span class='warning'>[src] needs to be wrenched to the floor.</span>")
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
if(state == 1)
WELDER_ATTEMPT_FLOOR_WELD_MESSAGE
else if(state == 2)
WELDER_ATTEMPT_FLOOR_SLICE_MESSAGE
if(!I.use_tool(src, user, 20, volume = I.tool_volume))
return
if(state == 1)
WELDER_FLOOR_WELD_SUCCESS_MESSAGE
connect_to_network()
state = 2
else if(state == 2)
WELDER_FLOOR_SLICE_SUCCESS_MESSAGE
disconnect_from_network()
state = 1
/obj/machinery/power/emitter
name = "Emitter"
desc = "A heavy duty industrial laser"
icon = 'icons/obj/singularity.dmi'
icon_state = "emitter"
anchored = 0
density = 1
req_access = list(ACCESS_ENGINE_EQUIP)
use_power = NO_POWER_USE
idle_power_usage = 10
active_power_usage = 300
var/active = 0
var/powered = 0
var/fire_delay = 100
var/maximum_fire_delay = 100
var/minimum_fire_delay = 20
var/last_shot = 0
var/shot_number = 0
var/state = 0
var/locked = 0
var/frequency = 0
var/id_tag = null
var/projectile_type = /obj/item/projectile/beam/emitter
var/projectile_sound = 'sound/weapons/emitter.ogg'
var/datum/radio_frequency/radio_connection
var/datum/effect_system/spark_spread/sparks
/obj/machinery/power/emitter/Initialize(mapload)
. = ..()
component_parts = list()
component_parts += new /obj/item/circuitboard/emitter(null)
component_parts += new /obj/item/stock_parts/micro_laser(null)
component_parts += new /obj/item/stock_parts/manipulator(null)
RefreshParts()
if(state == 2 && anchored)
connect_to_network()
sparks = new
sparks.attach(src)
sparks.set_up(5, 1, src)
if(frequency)
set_frequency(frequency)
/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
//Radio remote control
/obj/machinery/power/emitter/proc/set_frequency(new_frequency)
SSradio.remove_object(src, frequency)
frequency = new_frequency
if(frequency)
radio_connection = SSradio.add_object(src, frequency, RADIO_ATMOSIA)
/obj/machinery/power/emitter/verb/rotate()
set name = "Rotate"
set category = "Object"
set src in oview(1)
if(src.anchored || usr:stat)
to_chat(usr, "It is fastened to the floor!")
return 0
src.dir = turn(src.dir, 90)
return 1
/obj/machinery/power/emitter/AltClick(mob/user)
if(user.incapacitated())
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(!Adjacent(user))
return
rotate()
/obj/machinery/power/emitter/multitool_menu(var/mob/user,var/obj/item/multitool/P)
return {"
<ul>
<li><b>Frequency:</b> <a href="?src=[UID()];set_freq=-1">[format_frequency(frequency)] GHz</a> (<a href="?src=[UID()];set_freq=[ENGINE_FREQ]">Reset</a>)</li>
<li>[format_tag("ID Tag","id_tag","set_id")]</a></li>
</ul>
"}
/obj/machinery/power/emitter/receive_signal(datum/signal/signal)
if(!signal.data["tag"] || (signal.data["tag"] != id_tag))
return 0
var/on=0
switch(signal.data["command"])
if("on")
on=1
if("off")
on=0
if("set")
on = signal.data["state"] > 0
if("toggle")
on = !active
if(anchored && state == 2 && on != active)
active=on
var/statestr=on?"on":"off"
// Spammy message_admins("Emitter turned [statestr] by radio signal ([signal.data["command"]] @ [frequency]) in [formatJumpTo(src)]",0,1)
log_game("Emitter turned [statestr] by radio signal ([signal.data["command"]] @ [frequency]) in ([x], [y], [z]) AAC prints: [jointext(signal.data["hiddenprints"], "")]")
investigate_log("turned <font color='orange'>[statestr]</font> by radio signal ([signal.data["command"]] @ [frequency]) AAC prints: [jointext(signal.data["hiddenprints"], "")]","singulo")
update_icon()
/obj/machinery/power/emitter/Destroy()
if(SSradio)
SSradio.remove_object(src, frequency)
radio_connection = null
msg_admin_attack("Emitter deleted at ([x],[y],[z] - [ADMIN_JMP(src)])", ATKLOG_FEW)
log_game("Emitter deleted at ([x],[y],[z])")
investigate_log("<font color='red'>deleted</font> at ([x],[y],[z])","singulo")
QDEL_NULL(sparks)
return ..()
/obj/machinery/power/emitter/update_icon()
if(active && powernet && avail(active_power_usage))
icon_state = "emitter_+a"
else
icon_state = "emitter"
/obj/machinery/power/emitter/attack_hand(mob/user as mob)
src.add_fingerprint(user)
if(state == 2)
if(!powernet)
to_chat(user, "The emitter isn't connected to a wire.")
return 1
if(!src.locked)
if(src.active==1)
src.active = 0
to_chat(user, "You turn off the [src].")
message_admins("Emitter turned off by [key_name_admin(user)] in ([x], [y], [z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Emitter turned off by [key_name(user)] in [x], [y], [z]")
investigate_log("turned <font color='red'>off</font> by [key_name(usr)]","singulo")
else
src.active = 1
to_chat(user, "You turn on the [src].")
src.shot_number = 0
src.fire_delay = maximum_fire_delay
message_admins("Emitter turned on by [key_name_admin(user)] in ([x], [y], [z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Emitter turned on by [key_name(user)] in [x], [y], [z]")
investigate_log("turned <font color='green'>on</font> by [key_name(usr)]","singulo")
update_icon()
else
to_chat(user, "<span class='warning'>The controls are locked!</span>")
else
to_chat(user, "<span class='warning'>The [src] needs to be firmly secured to the floor first.</span>")
return 1
/obj/machinery/power/emitter/emp_act(var/severity)//Emitters are hardened but still might have issues
// add_load(1000)
/* if((severity == 1)&&prob(1)&&prob(1))
if(src.active)
src.active = 0
src.use_power = IDLE_POWER_USE */
return 1
/obj/machinery/power/emitter/attack_animal(mob/living/simple_animal/M)
if(ismegafauna(M) && anchored)
state = 0
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(src.state != 2 || (!powernet && active_power_usage))
src.active = 0
update_icon()
return
if(active == TRUE)
if(!active_power_usage || surplus() >= active_power_usage)
add_load(active_power_usage)
if(!powered)
powered = 1
update_icon()
investigate_log("regained power and turned <font color='green'>on</font>","singulo")
else
if(powered)
powered = 0
update_icon()
investigate_log("lost power and turned <font color='red'>off</font>","singulo")
return
if(!check_delay())
return FALSE
fire_beam()
/obj/machinery/power/emitter/proc/check_delay()
if((last_shot + fire_delay) <= world.time)
return TRUE
return FALSE
/obj/machinery/power/emitter/proc/fire_beam()
var/obj/item/projectile/P = new projectile_type(get_turf(src))
playsound(get_turf(src), projectile_sound, 50, TRUE)
if(prob(35))
sparks.start()
switch(dir)
if(NORTH)
P.yo = 20
P.xo = 0
if(NORTHEAST)
P.yo = 20
P.xo = 20
if(EAST)
P.yo = 0
P.xo = 20
if(SOUTHEAST)
P.yo = -20
P.xo = 20
if(WEST)
P.yo = 0
P.xo = -20
if(SOUTHWEST)
P.yo = -20
P.xo = -20
if(NORTHWEST)
P.yo = 20
P.xo = -20
else // Any other
P.yo = -20
P.xo = 0
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
P.setDir(dir)
P.starting = loc
P.Angle = null
P.fire()
return P
/obj/machinery/power/emitter/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/multitool))
update_multitool_menu(user)
return 1
if(istype(W, /obj/item/wrench))
if(active)
to_chat(user, "Turn off the [src] first.")
return
switch(state)
if(0)
state = 1
playsound(src.loc, W.usesound, 75, 1)
user.visible_message("[user.name] secures [src.name] to the floor.", \
"You secure the external reinforcing bolts to the floor.", \
"You hear a ratchet")
src.anchored = 1
if(1)
state = 0
playsound(src.loc,W.usesound, 75, 1)
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
"You undo the external reinforcing bolts.", \
"You hear a ratchet")
src.anchored = 0
if(2)
to_chat(user, "<span class='warning'>The [src.name] needs to be unwelded from the floor.</span>")
return
if(istype(W, /obj/item/card/id) || istype(W, /obj/item/pda))
if(emagged)
to_chat(user, "<span class='warning'>The lock seems to be broken</span>")
return
if(src.allowed(user))
if(active)
src.locked = !src.locked
to_chat(user, "The controls are now [src.locked ? "locked." : "unlocked."]")
else
src.locked = 0 //just in case it somehow gets locked
to_chat(user, "<span class='warning'>The controls can only be locked when the [src] is online</span>")
else
to_chat(user, "<span class='warning'>Access denied.</span>")
return
if(default_deconstruction_screwdriver(user, "emitter_open", "emitter", W))
return
if(exchange_parts(user, W))
return
if(default_deconstruction_crowbar(user, W))
return
return ..()
/obj/machinery/power/emitter/emag_act(var/mob/living/user as mob)
if(!emagged)
locked = 0
emagged = 1
if(user)
user.visible_message("[user.name] emags the [src.name].","<span class='warning'>You short out the lock.</span>")
/obj/machinery/power/emitter/welder_act(mob/user, obj/item/I)
if(active)
to_chat(user, "<span class='notice'>Turn off [src] first.</span>")
return
if(state == 0)
to_chat(user, "<span class='warning'>[src] needs to be wrenched to the floor.</span>")
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
if(state == 1)
WELDER_ATTEMPT_FLOOR_WELD_MESSAGE
else if(state == 2)
WELDER_ATTEMPT_FLOOR_SLICE_MESSAGE
if(!I.use_tool(src, user, 20, volume = I.tool_volume))
return
if(state == 1)
WELDER_FLOOR_WELD_SUCCESS_MESSAGE
connect_to_network()
state = 2
else if(state == 2)
WELDER_FLOOR_SLICE_SUCCESS_MESSAGE
disconnect_from_network()
state = 1
+337 -337
View File
@@ -1,337 +1,337 @@
/*
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_UNSECURED 0
#define FG_SECURED 1
#define FG_WELDED 2
#define FG_OFFLINE 0
#define FG_CHARGING 1
#define FG_ONLINE 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 = 0
density = 1
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()
overlays.Cut()
if(warming_up)
overlays += "+a[warming_up]"
if(fields.len)
overlays += "+on"
if(power_level)
overlays += "+p[power_level]"
/obj/machinery/field/generator/Initialize(mapload)
. = ..()
fields = list()
connected_gens = list()
/obj/machinery/field/generator/process()
if(active == FG_ONLINE)
calc_power()
/obj/machinery/field/generator/attack_hand(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 the [name] once it is online!</span>")
return 1
else
user.visible_message("[user.name] turns on the [name].", \
"<span class='notice'>You turn on the [name].</span>", \
"<span class='italics'>You hear heavy droning.</span>")
turn_on()
investigate_log("<font color='green'>activated</font> by [user.key].","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/attackby(obj/item/W, mob/user, params)
if(active)
to_chat(user, "<span class='warning'>[src] needs to be off!</span>")
return
else if(istype(W, /obj/item/wrench))
switch(state)
if(FG_UNSECURED)
if(isinspace()) return
state = FG_SECURED
playsound(loc, W.usesound, 75, 1)
user.visible_message("[user.name] secures [name] to the floor.", \
"<span class='notice'>You secure the external reinforcing bolts to the floor.</span>", \
"<span class='italics'>You hear ratchet.</span>")
anchored = 1
if(FG_SECURED)
state = FG_UNSECURED
playsound(loc, W.usesound, 75, 1)
user.visible_message("[user.name] unsecures [name] reinforcing bolts from the floor.", \
"<span class='notice'>You undo the external reinforcing bolts.</span>", \
"<span class='italics'>You hear ratchet.</span>")
anchored = 0
if(FG_WELDED)
to_chat(user, "<span class='warning'>The [name] needs to be unwelded from the floor!</span>")
else
return ..()
/obj/machinery/field/generator/welder_act(mob/user, obj/item/I)
. = TRUE
if(state == FG_UNSECURED)
to_chat(user, "<span class='warning'>[src] needs to be wrenched to the floor!</span>")
return
if(!I.tool_use_check(user, 0))
return
if(state == FG_SECURED)
WELDER_ATTEMPT_FLOOR_SLICE_MESSAGE
else if(state == FG_WELDED)
WELDER_ATTEMPT_FLOOR_WELD_MESSAGE
if(I.use_tool(src, user, 20, volume = I.tool_volume))
if(state == FG_SECURED)
WELDER_FLOOR_SLICE_SUCCESS_MESSAGE
state = FG_WELDED
else if(state == FG_WELDED)
WELDER_FLOOR_WELD_SUCCESS_MESSAGE
state = FG_SECURED
/obj/machinery/field/generator/emp_act()
return 0
/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()
return 0
/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()
var/power_draw = 2 + fields.len
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>","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 = 0, 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/obj/machinery/field/containment()
CF.set_master(src,G)
CF.loc = T
CF.dir = field_dir
fields += CF
G.fields += CF
for(var/mob/living/L in T)
CF.Crossed(L, null)
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
message_admins("A singulo exists and a containment field has failed. Location: [get_area(src)] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</A>)",1)
investigate_log("has <font color='red'>failed</font> whilst a singulo exists.","singulo")
O.last_warning = world.time
/obj/machinery/field/generator/shock_field(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
/*
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_UNSECURED 0
#define FG_SECURED 1
#define FG_WELDED 2
#define FG_OFFLINE 0
#define FG_CHARGING 1
#define FG_ONLINE 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 = 0
density = 1
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()
overlays.Cut()
if(warming_up)
overlays += "+a[warming_up]"
if(fields.len)
overlays += "+on"
if(power_level)
overlays += "+p[power_level]"
/obj/machinery/field/generator/Initialize(mapload)
. = ..()
fields = list()
connected_gens = list()
/obj/machinery/field/generator/process()
if(active == FG_ONLINE)
calc_power()
/obj/machinery/field/generator/attack_hand(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 the [name] once it is online!</span>")
return 1
else
user.visible_message("[user.name] turns on the [name].", \
"<span class='notice'>You turn on the [name].</span>", \
"<span class='italics'>You hear heavy droning.</span>")
turn_on()
investigate_log("<font color='green'>activated</font> by [user.key].","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/attackby(obj/item/W, mob/user, params)
if(active)
to_chat(user, "<span class='warning'>[src] needs to be off!</span>")
return
else if(istype(W, /obj/item/wrench))
switch(state)
if(FG_UNSECURED)
if(isinspace()) return
state = FG_SECURED
playsound(loc, W.usesound, 75, 1)
user.visible_message("[user.name] secures [name] to the floor.", \
"<span class='notice'>You secure the external reinforcing bolts to the floor.</span>", \
"<span class='italics'>You hear ratchet.</span>")
anchored = 1
if(FG_SECURED)
state = FG_UNSECURED
playsound(loc, W.usesound, 75, 1)
user.visible_message("[user.name] unsecures [name] reinforcing bolts from the floor.", \
"<span class='notice'>You undo the external reinforcing bolts.</span>", \
"<span class='italics'>You hear ratchet.</span>")
anchored = 0
if(FG_WELDED)
to_chat(user, "<span class='warning'>The [name] needs to be unwelded from the floor!</span>")
else
return ..()
/obj/machinery/field/generator/welder_act(mob/user, obj/item/I)
. = TRUE
if(state == FG_UNSECURED)
to_chat(user, "<span class='warning'>[src] needs to be wrenched to the floor!</span>")
return
if(!I.tool_use_check(user, 0))
return
if(state == FG_SECURED)
WELDER_ATTEMPT_FLOOR_SLICE_MESSAGE
else if(state == FG_WELDED)
WELDER_ATTEMPT_FLOOR_WELD_MESSAGE
if(I.use_tool(src, user, 20, volume = I.tool_volume))
if(state == FG_SECURED)
WELDER_FLOOR_SLICE_SUCCESS_MESSAGE
state = FG_WELDED
else if(state == FG_WELDED)
WELDER_FLOOR_WELD_SUCCESS_MESSAGE
state = FG_SECURED
/obj/machinery/field/generator/emp_act()
return 0
/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()
return 0
/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()
var/power_draw = 2 + fields.len
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>","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 = 0, 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/obj/machinery/field/containment()
CF.set_master(src,G)
CF.loc = T
CF.dir = field_dir
fields += CF
G.fields += CF
for(var/mob/living/L in T)
CF.Crossed(L, null)
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
message_admins("A singulo exists and a containment field has failed. Location: [get_area(src)] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</A>)",1)
investigate_log("has <font color='red'>failed</font> whilst a singulo exists.","singulo")
O.last_warning = world.time
/obj/machinery/field/generator/shock_field(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
+38 -38
View File
@@ -1,38 +1,38 @@
/////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 = 0
density = 1
use_power = NO_POWER_USE
resistance_flags = FIRE_PROOF
var/energy = 0
var/creation_type = /obj/singularity
/obj/machinery/the_singularitygen/process()
var/turf/T = get_turf(src)
if(src.energy >= 200)
message_admins("A [creation_type] has been created at [x], [y], [z] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)")
investigate_log("A [creation_type] has been created at [x], [y], [z]","singulo")
var/obj/singularity/S = new creation_type(T, 50)
transfer_fingerprints_to(S)
if(src) qdel(src)
/obj/machinery/the_singularitygen/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/wrench))
anchored = !anchored
playsound(src.loc, W.usesound, 75, 1)
if(anchored)
user.visible_message("[user.name] secures [src.name] to the floor.", \
"You secure the [src.name] to the floor.", \
"You hear a ratchet")
src.add_hiddenprint(user)
else
user.visible_message("[user.name] unsecures [src.name] from the floor.", \
"You unsecure the [src.name] from the floor.", \
"You hear a ratchet")
return
return ..()
/////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 = 0
density = 1
use_power = NO_POWER_USE
resistance_flags = FIRE_PROOF
var/energy = 0
var/creation_type = /obj/singularity
/obj/machinery/the_singularitygen/process()
var/turf/T = get_turf(src)
if(src.energy >= 200)
message_admins("A [creation_type] has been created at [x], [y], [z] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)")
investigate_log("A [creation_type] has been created at [x], [y], [z]","singulo")
var/obj/singularity/S = new creation_type(T, 50)
transfer_fingerprints_to(S)
if(src) qdel(src)
/obj/machinery/the_singularitygen/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/wrench))
anchored = !anchored
playsound(src.loc, W.usesound, 75, 1)
if(anchored)
user.visible_message("[user.name] secures [src.name] to the floor.", \
"You secure the [src.name] to the floor.", \
"You hear a ratchet")
src.add_hiddenprint(user)
else
user.visible_message("[user.name] unsecures [src.name] from the floor.", \
"You unsecure the [src.name] from the floor.", \
"You hear a ratchet")
return
return ..()
@@ -1,4 +1,4 @@
/area/engine/engineering/power_alert(var/alarming)
if(alarming)
investigate_log("has a power alarm!","singulo")
..()
..()
@@ -1,59 +1,59 @@
/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/Initialize(loc)
. = ..()
addtimer(CALLBACK(src, .proc/propagate), 1)
RegisterSignal(src, COMSIG_CROSSED_MOVABLE, .proc/try_irradiate)
RegisterSignal(src, COMSIG_MOVABLE_CROSSED, .proc/try_irradiate)
QDEL_IN(src, movement_range)
/obj/effect/accelerated_particle/proc/try_irradiate(src, atom/A)
if(isliving(A))
var/mob/living/L = A
L.apply_effect((energy * 6), IRRADIATE, 0)
else if(istype(A, /obj/machinery/the_singularitygen))
var/obj/machinery/the_singularitygen/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/Bump(obj/singularity/S)
if(!istype(S))
return ..()
S.energy += energy
/obj/effect/accelerated_particle/ex_act(severity)
qdel(src)
/obj/effect/accelerated_particle/singularity_pull()
return
/obj/effect/accelerated_particle/proc/propagate()
addtimer(CALLBACK(src, .proc/propagate), 1)
if(!step(src,dir))
forceMove(get_step(src, dir))
/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/Initialize(loc)
. = ..()
addtimer(CALLBACK(src, .proc/propagate), 1)
RegisterSignal(src, COMSIG_CROSSED_MOVABLE, .proc/try_irradiate)
RegisterSignal(src, COMSIG_MOVABLE_CROSSED, .proc/try_irradiate)
QDEL_IN(src, movement_range)
/obj/effect/accelerated_particle/proc/try_irradiate(src, atom/A)
if(isliving(A))
var/mob/living/L = A
L.apply_effect((energy * 6), IRRADIATE, 0)
else if(istype(A, /obj/machinery/the_singularitygen))
var/obj/machinery/the_singularitygen/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/Bump(obj/singularity/S)
if(!istype(S))
return ..()
S.energy += energy
/obj/effect/accelerated_particle/ex_act(severity)
qdel(src)
/obj/effect/accelerated_particle/singularity_pull()
return
/obj/effect/accelerated_particle/proc/propagate()
addtimer(CALLBACK(src, .proc/propagate), 1)
if(!step(src,dir))
forceMove(get_step(src, dir))
@@ -1,360 +1,360 @@
/*Composed of 7 parts
3 Particle emitters
proc
emit_particle()
1 power box
the only part of this thing that uses power, can hack to mess with the pa/make it better
1 fuel chamber
contains procs for mixing gas and whatever other fuel it uses
mix_gas()
1 gas holder WIP
acts like a tank valve on the ground that you wrench gas tanks onto
proc
extract_gas()
return_gas()
attach_tank()
remove_tank()
get_available_mix()
1 End Cap
1 Control computer
interface for the pa, acts like a computer with an html menu for diff parts and a status report
all other parts contain only a ref to this
a /machine/, tells the others to do work
contains ref for all parts
proc
process()
check_build()
Setup map
|EC|
CC|FC|
|PB|
PE|PE|PE
Icon Addemdum
Icon system is much more robust, and the icons are all variable based.
Each part has a reference string, powered, strength, and contruction values.
Using this the update_icon() proc is simplified a bit (using for absolutely was problematic with naming),
so the icon_state comes out be:
"[reference][strength]", with a switch controlling construction_states and ensuring that it doesn't
power on while being contructed, and all these variables are set by the computer through it's scan list
Essential order of the icons:
Standard - [reference]
Wrenched - [reference]
Wired - [reference]w
Closed - [reference]c
Powered - [reference]p[strength]
Strength being set by the computer and a null strength (Computer is powered off or inactive) returns a 'null', counting as empty
So, hopefully this is helpful if any more icons are to be added/changed/wondering what the hell is going on here
*/
#define ACCELERATOR_UNWRENCHED 0
#define ACCELERATOR_WRENCHED 1
#define ACCELERATOR_WIRED 2
#define ACCELERATOR_READY 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 = 0
density = 1
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 = 0
var/reference = null
var/powered = 0
var/strength = null
var/desc_holder = null
/obj/structure/particle_accelerator/Destroy()
construction_state = 0
if(master)
master.part_scan()
return ..()
/obj/structure/particle_accelerator/end_cap
name = "Alpha Particle Generation Array"
desc_holder = "This is where Alpha particles are generated from \[REDACTED\]"
icon_state = "end_cap"
reference = "end_cap"
/obj/structure/particle_accelerator/update_icon()
..()
return
/obj/structure/particle_accelerator/verb/rotate()
set name = "Rotate Clockwise"
set category = "Object"
set src in oview(1)
if(usr.stat || !usr.canmove || usr.restrained())
return
if(anchored)
to_chat(usr, "It is fastened to the floor!")
return 0
dir = turn(dir, 270)
return 1
/obj/structure/particle_accelerator/AltClick(mob/user)
if(user.incapacitated())
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(!Adjacent(user))
return
rotate()
/obj/structure/particle_accelerator/verb/rotateccw()
set name = "Rotate Counter Clockwise"
set category = "Object"
set src in oview(1)
if(usr.stat || !usr.canmove || usr.restrained())
return
if(anchored)
to_chat(usr, "It is fastened to the floor!")
return 0
dir = turn(dir, 90)
return 1
/obj/structure/particle_accelerator/examine(mob/user)
switch(construction_state)
if(0)
desc = text("A [name], looks like it's not attached to the flooring")
if(1)
desc = text("A [name], it is missing some cables")
if(2)
desc = text("A [name], the panel is open")
if(3)
desc = text("The [name] is assembled")
if(powered)
desc = desc_holder
. = ..()
/obj/structure/particle_accelerator/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
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>.","singulo")
/obj/machinery/particle_accelerator/control_box/blob_act(obj/structure/blob/B)
if(prob(50))
qdel(src)
/obj/structure/particle_accelerator/update_icon()
switch(construction_state)
if(0,1)
icon_state="[reference]"
if(2)
icon_state="[reference]w"
if(3)
if(powered)
icon_state="[reference]p[strength]"
else
icon_state="[reference]c"
return
/obj/structure/particle_accelerator/proc/update_state()
if(master)
master.update_state()
return 0
/obj/structure/particle_accelerator/proc/report_ready(var/obj/O)
if(O && (O == master))
if(construction_state >= 3)
return 1
return 0
/obj/structure/particle_accelerator/proc/report_master()
if(master)
return master
return 0
/obj/structure/particle_accelerator/proc/connect_master(var/obj/O)
if(O && istype(O,/obj/machinery/particle_accelerator/control_box))
if(O.dir == dir)
master = O
return 1
return 0
/obj/structure/particle_accelerator/attackby(obj/item/W, mob/user, params)
if(!iscoil(W))
return ..()
if(construction_state == ACCELERATOR_WRENCHED)
var/obj/item/stack/cable_coil/C = W
if(C.use(1))
playsound(loc, C.usesound, 50, 1)
user.visible_message("[user.name] adds wires to the [name].", \
"You add some wires.")
construction_state = ACCELERATOR_WIRED
update_icon()
/obj/structure/particle_accelerator/screwdriver_act(mob/user, obj/item/I)
if(construction_state != ACCELERATOR_WIRED && construction_state != ACCELERATOR_READY)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(construction_state == ACCELERATOR_WIRED)
SCREWDRIVER_CLOSE_PANEL_MESSAGE
construction_state = ACCELERATOR_READY
else
construction_state = ACCELERATOR_WIRED
SCREWDRIVER_OPEN_PANEL_MESSAGE
update_state()
update_icon()
/obj/structure/particle_accelerator/wirecutter_act(mob/user, obj/item/I)
if(construction_state != ACCELERATOR_WIRED)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
WIRECUTTER_SNIP_MESSAGE
construction_state = ACCELERATOR_WRENCHED
/obj/structure/particle_accelerator/wrench_act(mob/user, obj/item/I)
if(construction_state != ACCELERATOR_UNWRENCHED && construction_state != ACCELERATOR_WRENCHED)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(construction_state == ACCELERATOR_UNWRENCHED)
anchored = TRUE
WRENCH_ANCHOR_MESSAGE
construction_state = ACCELERATOR_WRENCHED
else
anchored = FALSE
WRENCH_UNANCHOR_MESSAGE
construction_state = ACCELERATOR_UNWRENCHED
update_icon()
/obj/machinery/particle_accelerator
name = "Particle Accelerator"
desc = "Part of a Particle Accelerator."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "none"
anchored = 0
density = 1
use_power = NO_POWER_USE
idle_power_usage = 0
active_power_usage = 0
var/construction_state = 0
var/active = 0
var/reference = null
var/powered = null
var/strength = 0
var/desc_holder = null
/obj/machinery/particle_accelerator/verb/rotate()
set name = "Rotate Clockwise"
set category = "Object"
set src in oview(1)
if(usr.stat || !usr.canmove || usr.restrained())
return
if(anchored)
to_chat(usr, "It is fastened to the floor!")
return 0
dir = turn(dir, 270)
return 1
/obj/machinery/particle_accelerator/verb/rotateccw()
set name = "Rotate Counter-Clockwise"
set category = "Object"
set src in oview(1)
if(usr.stat || !usr.canmove || usr.restrained())
return
if(anchored)
to_chat(usr, "It is fastened to the floor!")
return 0
dir = turn(dir, 90)
return 1
/obj/machinery/particle_accelerator/update_icon()
return
/obj/machinery/particle_accelerator/attackby(obj/item/W, mob/user, params)
if(!iscoil(W))
return ..()
if(construction_state == ACCELERATOR_WRENCHED)
var/obj/item/stack/cable_coil/C = W
if(C.use(1))
playsound(loc, C.usesound, 50, 1)
user.visible_message("[user.name] adds wires to the [name].", \
"You add some wires.")
construction_state = ACCELERATOR_WIRED
update_icon()
/obj/machinery/particle_accelerator/screwdriver_act(mob/user, obj/item/I)
if(construction_state != ACCELERATOR_WIRED && construction_state != ACCELERATOR_READY)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(construction_state == ACCELERATOR_WIRED)
SCREWDRIVER_CLOSE_PANEL_MESSAGE
construction_state = ACCELERATOR_READY
use_power = IDLE_POWER_USE
else
construction_state = ACCELERATOR_WIRED
SCREWDRIVER_OPEN_PANEL_MESSAGE
use_power = NO_POWER_USE
update_state()
update_icon()
/obj/machinery/particle_accelerator/wirecutter_act(mob/user, obj/item/I)
if(construction_state != ACCELERATOR_WIRED)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
WIRECUTTER_SNIP_MESSAGE
construction_state = ACCELERATOR_WRENCHED
/obj/machinery/particle_accelerator/wrench_act(mob/user, obj/item/I)
if(construction_state != ACCELERATOR_UNWRENCHED && construction_state != ACCELERATOR_WRENCHED)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(construction_state == ACCELERATOR_UNWRENCHED)
anchored = TRUE
WRENCH_ANCHOR_MESSAGE
construction_state = ACCELERATOR_WRENCHED
else
anchored = FALSE
WRENCH_UNANCHOR_MESSAGE
construction_state = ACCELERATOR_UNWRENCHED
update_icon()
/obj/machinery/particle_accelerator/proc/update_state()
return 0
#undef ACCELERATOR_UNWRENCHED
#undef ACCELERATOR_WRENCHED
#undef ACCELERATOR_WIRED
#undef ACCELERATOR_READY
/*Composed of 7 parts
3 Particle emitters
proc
emit_particle()
1 power box
the only part of this thing that uses power, can hack to mess with the pa/make it better
1 fuel chamber
contains procs for mixing gas and whatever other fuel it uses
mix_gas()
1 gas holder WIP
acts like a tank valve on the ground that you wrench gas tanks onto
proc
extract_gas()
return_gas()
attach_tank()
remove_tank()
get_available_mix()
1 End Cap
1 Control computer
interface for the pa, acts like a computer with an html menu for diff parts and a status report
all other parts contain only a ref to this
a /machine/, tells the others to do work
contains ref for all parts
proc
process()
check_build()
Setup map
|EC|
CC|FC|
|PB|
PE|PE|PE
Icon Addemdum
Icon system is much more robust, and the icons are all variable based.
Each part has a reference string, powered, strength, and contruction values.
Using this the update_icon() proc is simplified a bit (using for absolutely was problematic with naming),
so the icon_state comes out be:
"[reference][strength]", with a switch controlling construction_states and ensuring that it doesn't
power on while being contructed, and all these variables are set by the computer through it's scan list
Essential order of the icons:
Standard - [reference]
Wrenched - [reference]
Wired - [reference]w
Closed - [reference]c
Powered - [reference]p[strength]
Strength being set by the computer and a null strength (Computer is powered off or inactive) returns a 'null', counting as empty
So, hopefully this is helpful if any more icons are to be added/changed/wondering what the hell is going on here
*/
#define ACCELERATOR_UNWRENCHED 0
#define ACCELERATOR_WRENCHED 1
#define ACCELERATOR_WIRED 2
#define ACCELERATOR_READY 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 = 0
density = 1
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 = 0
var/reference = null
var/powered = 0
var/strength = null
var/desc_holder = null
/obj/structure/particle_accelerator/Destroy()
construction_state = 0
if(master)
master.part_scan()
return ..()
/obj/structure/particle_accelerator/end_cap
name = "Alpha Particle Generation Array"
desc_holder = "This is where Alpha particles are generated from \[REDACTED\]"
icon_state = "end_cap"
reference = "end_cap"
/obj/structure/particle_accelerator/update_icon()
..()
return
/obj/structure/particle_accelerator/verb/rotate()
set name = "Rotate Clockwise"
set category = "Object"
set src in oview(1)
if(usr.stat || !usr.canmove || usr.restrained())
return
if(anchored)
to_chat(usr, "It is fastened to the floor!")
return 0
dir = turn(dir, 270)
return 1
/obj/structure/particle_accelerator/AltClick(mob/user)
if(user.incapacitated())
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(!Adjacent(user))
return
rotate()
/obj/structure/particle_accelerator/verb/rotateccw()
set name = "Rotate Counter Clockwise"
set category = "Object"
set src in oview(1)
if(usr.stat || !usr.canmove || usr.restrained())
return
if(anchored)
to_chat(usr, "It is fastened to the floor!")
return 0
dir = turn(dir, 90)
return 1
/obj/structure/particle_accelerator/examine(mob/user)
switch(construction_state)
if(0)
desc = text("A [name], looks like it's not attached to the flooring")
if(1)
desc = text("A [name], it is missing some cables")
if(2)
desc = text("A [name], the panel is open")
if(3)
desc = text("The [name] is assembled")
if(powered)
desc = desc_holder
. = ..()
/obj/structure/particle_accelerator/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
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>.","singulo")
/obj/machinery/particle_accelerator/control_box/blob_act(obj/structure/blob/B)
if(prob(50))
qdel(src)
/obj/structure/particle_accelerator/update_icon()
switch(construction_state)
if(0,1)
icon_state="[reference]"
if(2)
icon_state="[reference]w"
if(3)
if(powered)
icon_state="[reference]p[strength]"
else
icon_state="[reference]c"
return
/obj/structure/particle_accelerator/proc/update_state()
if(master)
master.update_state()
return 0
/obj/structure/particle_accelerator/proc/report_ready(var/obj/O)
if(O && (O == master))
if(construction_state >= 3)
return 1
return 0
/obj/structure/particle_accelerator/proc/report_master()
if(master)
return master
return 0
/obj/structure/particle_accelerator/proc/connect_master(var/obj/O)
if(O && istype(O,/obj/machinery/particle_accelerator/control_box))
if(O.dir == dir)
master = O
return 1
return 0
/obj/structure/particle_accelerator/attackby(obj/item/W, mob/user, params)
if(!iscoil(W))
return ..()
if(construction_state == ACCELERATOR_WRENCHED)
var/obj/item/stack/cable_coil/C = W
if(C.use(1))
playsound(loc, C.usesound, 50, 1)
user.visible_message("[user.name] adds wires to the [name].", \
"You add some wires.")
construction_state = ACCELERATOR_WIRED
update_icon()
/obj/structure/particle_accelerator/screwdriver_act(mob/user, obj/item/I)
if(construction_state != ACCELERATOR_WIRED && construction_state != ACCELERATOR_READY)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(construction_state == ACCELERATOR_WIRED)
SCREWDRIVER_CLOSE_PANEL_MESSAGE
construction_state = ACCELERATOR_READY
else
construction_state = ACCELERATOR_WIRED
SCREWDRIVER_OPEN_PANEL_MESSAGE
update_state()
update_icon()
/obj/structure/particle_accelerator/wirecutter_act(mob/user, obj/item/I)
if(construction_state != ACCELERATOR_WIRED)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
WIRECUTTER_SNIP_MESSAGE
construction_state = ACCELERATOR_WRENCHED
/obj/structure/particle_accelerator/wrench_act(mob/user, obj/item/I)
if(construction_state != ACCELERATOR_UNWRENCHED && construction_state != ACCELERATOR_WRENCHED)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(construction_state == ACCELERATOR_UNWRENCHED)
anchored = TRUE
WRENCH_ANCHOR_MESSAGE
construction_state = ACCELERATOR_WRENCHED
else
anchored = FALSE
WRENCH_UNANCHOR_MESSAGE
construction_state = ACCELERATOR_UNWRENCHED
update_icon()
/obj/machinery/particle_accelerator
name = "Particle Accelerator"
desc = "Part of a Particle Accelerator."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "none"
anchored = 0
density = 1
use_power = NO_POWER_USE
idle_power_usage = 0
active_power_usage = 0
var/construction_state = 0
var/active = 0
var/reference = null
var/powered = null
var/strength = 0
var/desc_holder = null
/obj/machinery/particle_accelerator/verb/rotate()
set name = "Rotate Clockwise"
set category = "Object"
set src in oview(1)
if(usr.stat || !usr.canmove || usr.restrained())
return
if(anchored)
to_chat(usr, "It is fastened to the floor!")
return 0
dir = turn(dir, 270)
return 1
/obj/machinery/particle_accelerator/verb/rotateccw()
set name = "Rotate Counter-Clockwise"
set category = "Object"
set src in oview(1)
if(usr.stat || !usr.canmove || usr.restrained())
return
if(anchored)
to_chat(usr, "It is fastened to the floor!")
return 0
dir = turn(dir, 90)
return 1
/obj/machinery/particle_accelerator/update_icon()
return
/obj/machinery/particle_accelerator/attackby(obj/item/W, mob/user, params)
if(!iscoil(W))
return ..()
if(construction_state == ACCELERATOR_WRENCHED)
var/obj/item/stack/cable_coil/C = W
if(C.use(1))
playsound(loc, C.usesound, 50, 1)
user.visible_message("[user.name] adds wires to the [name].", \
"You add some wires.")
construction_state = ACCELERATOR_WIRED
update_icon()
/obj/machinery/particle_accelerator/screwdriver_act(mob/user, obj/item/I)
if(construction_state != ACCELERATOR_WIRED && construction_state != ACCELERATOR_READY)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(construction_state == ACCELERATOR_WIRED)
SCREWDRIVER_CLOSE_PANEL_MESSAGE
construction_state = ACCELERATOR_READY
use_power = IDLE_POWER_USE
else
construction_state = ACCELERATOR_WIRED
SCREWDRIVER_OPEN_PANEL_MESSAGE
use_power = NO_POWER_USE
update_state()
update_icon()
/obj/machinery/particle_accelerator/wirecutter_act(mob/user, obj/item/I)
if(construction_state != ACCELERATOR_WIRED)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
WIRECUTTER_SNIP_MESSAGE
construction_state = ACCELERATOR_WRENCHED
/obj/machinery/particle_accelerator/wrench_act(mob/user, obj/item/I)
if(construction_state != ACCELERATOR_UNWRENCHED && construction_state != ACCELERATOR_WRENCHED)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(construction_state == ACCELERATOR_UNWRENCHED)
anchored = TRUE
WRENCH_ANCHOR_MESSAGE
construction_state = ACCELERATOR_WRENCHED
else
anchored = FALSE
WRENCH_UNANCHOR_MESSAGE
construction_state = ACCELERATOR_UNWRENCHED
update_icon()
/obj/machinery/particle_accelerator/proc/update_state()
return 0
#undef ACCELERATOR_UNWRENCHED
#undef ACCELERATOR_WRENCHED
#undef ACCELERATOR_WIRED
#undef ACCELERATOR_READY
@@ -1,10 +1,10 @@
/obj/structure/particle_accelerator/fuel_chamber
name = "EM Acceleration Chamber"
desc_holder = "This part 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"
/obj/structure/particle_accelerator/fuel_chamber/update_icon()
..()
return
/obj/structure/particle_accelerator/fuel_chamber
name = "EM Acceleration Chamber"
desc_holder = "This part 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"
/obj/structure/particle_accelerator/fuel_chamber/update_icon()
..()
return
@@ -1,279 +1,279 @@
/obj/machinery/particle_accelerator/control_box
name = "Particle Accelerator Control Console"
desc = "This part controls the density of the particles."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "control_box"
reference = "control_box"
anchored = 0
density = 1
use_power = NO_POWER_USE
idle_power_usage = 500
active_power_usage = 10000
construction_state = 0
active = 0
dir = 1
var/strength_upper_limit = 2
var/interface_control = 1
var/list/obj/structure/particle_accelerator/connected_parts
var/assembled = 0
var/parts = null
var/datum/wires/particle_acc/control_box/wires = null
/obj/machinery/particle_accelerator/control_box/Initialize(mapload)
. = ..()
wires = new(src)
connected_parts = list()
update_icon()
/obj/machinery/particle_accelerator/control_box/Destroy()
if(active)
toggle_power()
QDEL_NULL(wires)
return ..()
/obj/machinery/particle_accelerator/control_box/attack_ghost(user as mob)
return attack_hand(user)
/obj/machinery/particle_accelerator/control_box/attack_hand(mob/user as mob)
if(construction_state >= 3)
interact(user)
else if(construction_state == 2) // Wires exposed
wires.Interact(user)
/obj/machinery/particle_accelerator/control_box/update_state()
if(construction_state < 3)
use_power = NO_POWER_USE
assembled = 0
active = 0
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = null
part.powered = 0
part.update_icon()
connected_parts = list()
return
if(!part_scan())
use_power = IDLE_POWER_USE
active = 0
connected_parts = list()
return
/obj/machinery/particle_accelerator/control_box/update_icon()
if(active)
icon_state = "[reference]p[strength]"
else
if(stat & NOPOWER)
icon_state = "[reference]w"
return
else if(use_power && assembled)
icon_state = "[reference]p"
else
switch(construction_state)
if(0)
icon_state = "[reference]"
if(1)
icon_state = "[reference]"
if(2)
icon_state = "[reference]w"
else
icon_state = "[reference]c"
return
/obj/machinery/particle_accelerator/control_box/Topic(href, href_list)
if(..(href, href_list))
return 1
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.IsIndexCut(PARTICLE_TOGGLE_WIRE))
toggle_power()
else if(href_list["scan"])
part_scan()
else if(href_list["strengthup"])
if(!wires.IsIndexCut(PARTICLE_STRENGTH_WIRE))
add_strength()
else if(href_list["strengthdown"])
if(!wires.IsIndexCut(PARTICLE_STRENGTH_WIRE))
remove_strength()
updateDialog()
update_icon()
return
/obj/machinery/particle_accelerator/control_box/proc/strength_change()
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = strength
part.update_icon()
/obj/machinery/particle_accelerator/control_box/proc/add_strength(var/s)
if(assembled)
strength++
if(strength > strength_upper_limit)
strength = strength_upper_limit
else
message_admins("PA Control Computer increased to [strength] by [key_name_admin(usr)] in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("PA Control Computer increased to [strength] by [key_name(usr)] in ([x],[y],[z])")
investigate_log("increased to <font color='red'>[strength]</font> by [key_name(usr)]","singulo")
use_log += text("\[[time_stamp()]\] <font color='red'>[usr.name] ([key_name(usr)]) has increased the PA Control Computer to [strength].</font>")
investigate_log("increased to <font color='red'>[strength]</font> by [usr.key]","singulo")
strength_change()
/obj/machinery/particle_accelerator/control_box/proc/remove_strength(var/s)
if(assembled)
strength--
if(strength < 0)
strength = 0
else
message_admins("PA Control Computer decreased to [strength] by [key_name_admin(usr)] in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("PA Control Computer decreased to [strength] by [key_name(usr)] in ([x],[y],[z])")
investigate_log("decreased to <font color='green'>[strength]</font> by [key_name(usr)]","singulo")
use_log += text("\[[time_stamp()]\] <font color='orange'>[usr.name] ([key_name(usr)]) has decreased the PA Control Computer to [strength].</font>")
strength_change()
/obj/machinery/particle_accelerator/control_box/power_change()
..()
if(stat & NOPOWER)
active = 0
use_power = NO_POWER_USE
else if(!stat && construction_state <= 3)
use_power = IDLE_POWER_USE
update_icon()
if((stat & NOPOWER) || (!stat && construction_state <= 3)) //Only update the part icons if something's changed (i.e. any of the above condition sets are met).
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = null
part.powered = 0
part.update_icon()
return
/obj/machinery/particle_accelerator/control_box/process()
if(active)
//a part is missing!
if(length(connected_parts) < 6)
investigate_log("lost a connected part; It <font color='red'>powered down</font>.","singulo")
toggle_power()
return
//emit some particles
for(var/obj/structure/particle_accelerator/particle_emitter/PE in connected_parts)
if(PE)
PE.emit_particle(strength)
return
/obj/machinery/particle_accelerator/control_box/proc/part_scan()
for(var/obj/structure/particle_accelerator/fuel_chamber/F in orange(1,src))
dir = F.dir
connected_parts = list()
var/tally = 0
var/ldir = turn(dir,-90)
var/rdir = turn(dir,90)
var/odir = turn(dir,180)
var/turf/T = loc
T = get_step(T,rdir)
if(check_part(T,/obj/structure/particle_accelerator/fuel_chamber))
tally++
T = get_step(T,odir)
if(check_part(T,/obj/structure/particle_accelerator/end_cap))
tally++
T = get_step(T,dir)
T = get_step(T,dir)
if(check_part(T,/obj/structure/particle_accelerator/power_box))
tally++
T = get_step(T,dir)
if(check_part(T,/obj/structure/particle_accelerator/particle_emitter/center))
tally++
T = get_step(T,ldir)
if(check_part(T,/obj/structure/particle_accelerator/particle_emitter/left))
tally++
T = get_step(T,rdir)
T = get_step(T,rdir)
if(check_part(T,/obj/structure/particle_accelerator/particle_emitter/right))
tally++
if(tally >= 6)
assembled = 1
return 1
else
assembled = 0
return 0
/obj/machinery/particle_accelerator/control_box/proc/check_part(var/turf/T, var/type)
if(!(T)||!(type))
return 0
var/obj/structure/particle_accelerator/PA = locate(/obj/structure/particle_accelerator) in T
if(istype(PA, type))
if(PA.connect_master(src))
if(PA.report_ready(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='red'>ON</font>":"<font color='green'>OFF</font>"] by [usr ? usr.key : "outside forces"]","singulo")
if(active)
msg_admin_attack("PA Control Computer turned ON by [key_name_admin(usr)]", ATKLOG_FEW)
log_game("PA Control Computer turned ON by [key_name(usr)] in ([x],[y],[z])")
use_log += text("\[[time_stamp()]\] <font color='red'>[key_name(usr)] has turned on the PA Control Computer.</font>")
if(active)
use_power = ACTIVE_POWER_USE
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = strength
part.powered = 1
part.update_icon()
else
use_power = IDLE_POWER_USE
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = null
part.powered = 0
part.update_icon()
return 1
/obj/machinery/particle_accelerator/control_box/interact(mob/user)
if(((get_dist(src, user) > 1) && !isobserver(user)) || (stat & (BROKEN|NOPOWER)))
if(!istype(user, /mob/living/silicon))
user.unset_machine()
user << browse(null, "window=pacontrol")
return
user.set_machine(src)
var/dat = ""
dat += "<A href='?src=[UID()];close=1'>Close</A><BR><BR>"
dat += "<h3>Status</h3>"
if(!assembled)
dat += "Unable to detect all parts!<BR>"
dat += "<A href='?src=[UID()];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=[UID()];togglep=1'>Toggle Power</A><BR><BR>"
dat += "Particle Strength: [strength] "
dat += "<A href='?src=[UID()];strengthdown=1'>--</A>|<A href='?src=[UID()];strengthup=1'>++</A><BR><BR>"
//user << browse(dat, "window=pacontrol;size=420x500")
//onclose(user, "pacontrol")
var/datum/browser/popup = new(user, "pacontrol", name, 420, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
return
/obj/machinery/particle_accelerator/control_box
name = "Particle Accelerator Control Console"
desc = "This part controls the density of the particles."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "control_box"
reference = "control_box"
anchored = 0
density = 1
use_power = NO_POWER_USE
idle_power_usage = 500
active_power_usage = 10000
construction_state = 0
active = 0
dir = 1
var/strength_upper_limit = 2
var/interface_control = 1
var/list/obj/structure/particle_accelerator/connected_parts
var/assembled = 0
var/parts = null
var/datum/wires/particle_acc/control_box/wires = null
/obj/machinery/particle_accelerator/control_box/Initialize(mapload)
. = ..()
wires = new(src)
connected_parts = list()
update_icon()
/obj/machinery/particle_accelerator/control_box/Destroy()
if(active)
toggle_power()
QDEL_NULL(wires)
return ..()
/obj/machinery/particle_accelerator/control_box/attack_ghost(user as mob)
return attack_hand(user)
/obj/machinery/particle_accelerator/control_box/attack_hand(mob/user as mob)
if(construction_state >= 3)
interact(user)
else if(construction_state == 2) // Wires exposed
wires.Interact(user)
/obj/machinery/particle_accelerator/control_box/update_state()
if(construction_state < 3)
use_power = NO_POWER_USE
assembled = 0
active = 0
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = null
part.powered = 0
part.update_icon()
connected_parts = list()
return
if(!part_scan())
use_power = IDLE_POWER_USE
active = 0
connected_parts = list()
return
/obj/machinery/particle_accelerator/control_box/update_icon()
if(active)
icon_state = "[reference]p[strength]"
else
if(stat & NOPOWER)
icon_state = "[reference]w"
return
else if(use_power && assembled)
icon_state = "[reference]p"
else
switch(construction_state)
if(0)
icon_state = "[reference]"
if(1)
icon_state = "[reference]"
if(2)
icon_state = "[reference]w"
else
icon_state = "[reference]c"
return
/obj/machinery/particle_accelerator/control_box/Topic(href, href_list)
if(..(href, href_list))
return 1
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.IsIndexCut(PARTICLE_TOGGLE_WIRE))
toggle_power()
else if(href_list["scan"])
part_scan()
else if(href_list["strengthup"])
if(!wires.IsIndexCut(PARTICLE_STRENGTH_WIRE))
add_strength()
else if(href_list["strengthdown"])
if(!wires.IsIndexCut(PARTICLE_STRENGTH_WIRE))
remove_strength()
updateDialog()
update_icon()
return
/obj/machinery/particle_accelerator/control_box/proc/strength_change()
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = strength
part.update_icon()
/obj/machinery/particle_accelerator/control_box/proc/add_strength(var/s)
if(assembled)
strength++
if(strength > strength_upper_limit)
strength = strength_upper_limit
else
message_admins("PA Control Computer increased to [strength] by [key_name_admin(usr)] in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("PA Control Computer increased to [strength] by [key_name(usr)] in ([x],[y],[z])")
investigate_log("increased to <font color='red'>[strength]</font> by [key_name(usr)]","singulo")
use_log += text("\[[time_stamp()]\] <font color='red'>[usr.name] ([key_name(usr)]) has increased the PA Control Computer to [strength].</font>")
investigate_log("increased to <font color='red'>[strength]</font> by [usr.key]","singulo")
strength_change()
/obj/machinery/particle_accelerator/control_box/proc/remove_strength(var/s)
if(assembled)
strength--
if(strength < 0)
strength = 0
else
message_admins("PA Control Computer decreased to [strength] by [key_name_admin(usr)] in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("PA Control Computer decreased to [strength] by [key_name(usr)] in ([x],[y],[z])")
investigate_log("decreased to <font color='green'>[strength]</font> by [key_name(usr)]","singulo")
use_log += text("\[[time_stamp()]\] <font color='orange'>[usr.name] ([key_name(usr)]) has decreased the PA Control Computer to [strength].</font>")
strength_change()
/obj/machinery/particle_accelerator/control_box/power_change()
..()
if(stat & NOPOWER)
active = 0
use_power = NO_POWER_USE
else if(!stat && construction_state <= 3)
use_power = IDLE_POWER_USE
update_icon()
if((stat & NOPOWER) || (!stat && construction_state <= 3)) //Only update the part icons if something's changed (i.e. any of the above condition sets are met).
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = null
part.powered = 0
part.update_icon()
return
/obj/machinery/particle_accelerator/control_box/process()
if(active)
//a part is missing!
if(length(connected_parts) < 6)
investigate_log("lost a connected part; It <font color='red'>powered down</font>.","singulo")
toggle_power()
return
//emit some particles
for(var/obj/structure/particle_accelerator/particle_emitter/PE in connected_parts)
if(PE)
PE.emit_particle(strength)
return
/obj/machinery/particle_accelerator/control_box/proc/part_scan()
for(var/obj/structure/particle_accelerator/fuel_chamber/F in orange(1,src))
dir = F.dir
connected_parts = list()
var/tally = 0
var/ldir = turn(dir,-90)
var/rdir = turn(dir,90)
var/odir = turn(dir,180)
var/turf/T = loc
T = get_step(T,rdir)
if(check_part(T,/obj/structure/particle_accelerator/fuel_chamber))
tally++
T = get_step(T,odir)
if(check_part(T,/obj/structure/particle_accelerator/end_cap))
tally++
T = get_step(T,dir)
T = get_step(T,dir)
if(check_part(T,/obj/structure/particle_accelerator/power_box))
tally++
T = get_step(T,dir)
if(check_part(T,/obj/structure/particle_accelerator/particle_emitter/center))
tally++
T = get_step(T,ldir)
if(check_part(T,/obj/structure/particle_accelerator/particle_emitter/left))
tally++
T = get_step(T,rdir)
T = get_step(T,rdir)
if(check_part(T,/obj/structure/particle_accelerator/particle_emitter/right))
tally++
if(tally >= 6)
assembled = 1
return 1
else
assembled = 0
return 0
/obj/machinery/particle_accelerator/control_box/proc/check_part(var/turf/T, var/type)
if(!(T)||!(type))
return 0
var/obj/structure/particle_accelerator/PA = locate(/obj/structure/particle_accelerator) in T
if(istype(PA, type))
if(PA.connect_master(src))
if(PA.report_ready(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='red'>ON</font>":"<font color='green'>OFF</font>"] by [usr ? usr.key : "outside forces"]","singulo")
if(active)
msg_admin_attack("PA Control Computer turned ON by [key_name_admin(usr)]", ATKLOG_FEW)
log_game("PA Control Computer turned ON by [key_name(usr)] in ([x],[y],[z])")
use_log += text("\[[time_stamp()]\] <font color='red'>[key_name(usr)] has turned on the PA Control Computer.</font>")
if(active)
use_power = ACTIVE_POWER_USE
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = strength
part.powered = 1
part.update_icon()
else
use_power = IDLE_POWER_USE
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = null
part.powered = 0
part.update_icon()
return 1
/obj/machinery/particle_accelerator/control_box/interact(mob/user)
if(((get_dist(src, user) > 1) && !isobserver(user)) || (stat & (BROKEN|NOPOWER)))
if(!istype(user, /mob/living/silicon))
user.unset_machine()
user << browse(null, "window=pacontrol")
return
user.set_machine(src)
var/dat = ""
dat += "<A href='?src=[UID()];close=1'>Close</A><BR><BR>"
dat += "<h3>Status</h3>"
if(!assembled)
dat += "Unable to detect all parts!<BR>"
dat += "<A href='?src=[UID()];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=[UID()];togglep=1'>Toggle Power</A><BR><BR>"
dat += "Particle Strength: [strength] "
dat += "<A href='?src=[UID()];strengthdown=1'>--</A>|<A href='?src=[UID()];strengthup=1'>++</A><BR><BR>"
//user << browse(dat, "window=pacontrol;size=420x500")
//onclose(user, "pacontrol")
var/datum/browser/popup = new(user, "pacontrol", name, 420, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
return
@@ -1,48 +1,48 @@
/obj/structure/particle_accelerator/particle_emitter
name = "EM Containment Grid"
desc_holder = "This part launches the Alpha particles. You 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/update_icon()
..()
return
/obj/structure/particle_accelerator/particle_emitter/proc/set_delay(var/delay)
if(delay && 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 TRUE
return FALSE
/obj/structure/particle_accelerator/particle_emitter
name = "EM Containment Grid"
desc_holder = "This part launches the Alpha particles. You 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/update_icon()
..()
return
/obj/structure/particle_accelerator/particle_emitter/proc/set_delay(var/delay)
if(delay && 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 TRUE
return FALSE
@@ -1,6 +1,6 @@
/obj/structure/particle_accelerator/power_box
name = "Particle Focusing EM Lens"
desc_holder = "This part 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/power_box
name = "Particle Focusing EM Lens"
desc_holder = "This part uses electromagnetic waves to focus the Alpha particles."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "power_box"
reference = "power_box"
+443 -443
View File
@@ -1,443 +1,443 @@
/obj/singularity
name = "gravitational singularity"
desc = "A gravitational singularity."
icon = 'icons/obj/singularity.dmi'
icon_state = "singularity_s1"
anchored = 1
density = 1
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?
move_resist = INFINITY //no, you don't get to push the singulo. Not even you OP wizard gateway statues
var/consume_range = 0 //How many tiles out do we eat
var/event_chance = 15 //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
allow_spin = 0
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
/obj/singularity/New(loc, var/starting_energy = 50, var/temp = 0)
//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
/obj/singularity/Destroy()
STOP_PROCESSING(SSobj, src)
GLOB.poi_list.Remove(src)
GLOB.singularities -= src
target = null
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 1
/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/ex_act(severity)
switch(severity)
if(1)
if(current_size <= STAGE_TWO)
investigate_log("has been destroyed by a heavy explosion.","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)
qdel(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/A)
consume(A)
return
/obj/singularity/process()
if(allowed_size >= STAGE_TWO)
// Start moving even before we reach "true" stage two.
// If we are stage one and are sufficiently energetic to be allowed to 2,
// it might mean we are stuck in a corner somewere. So move around to try to expand.
move()
if(current_size >= STAGE_TWO)
pulse()
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()
last_warning = world.time
var/count = locate(/obj/machinery/field/containment) in urange(30, src, 1)
if(!count)
message_admins("A singularity has been created without containment fields active at [x], [y], [z] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)")
investigate_log("was created. [count?"":"<font color='red'>No containment fields were active</font>"]","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_turfs_in(1,1))&&(check_turfs_in(2,1))&&(check_turfs_in(4,1))&&(check_turfs_in(8,1)))
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_turfs_in(1,2))&&(check_turfs_in(2,2))&&(check_turfs_in(4,2))&&(check_turfs_in(8,2)))
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_turfs_in(1,3))&&(check_turfs_in(2,3))&&(check_turfs_in(4,3))&&(check_turfs_in(8,3)))
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>","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.","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()
set background = BACKGROUND_ENABLED
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
/obj/singularity/proc/consume(atom/A)
var/gain = A.singularity_act(current_size)
src.energy += gain
if(istype(A, /obj/machinery/power/supermatter_shard) && !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(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_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 = pick(1,2,3,4,5,6)
switch(numb)
if(1)//EMP
emp_area()
if(2,3)//tox damage all carbon mobs in area
toxmob()
if(4)//Stun mobs who lack optic scanners
mezzer()
if(5,6) //Sets all nearby mobs on fire
if(current_size < STAGE_SIX)
return 0
combust_mobs()
else
return 0
return 1
/obj/singularity/proc/toxmob()
var/toxrange = 10
var/radiation = 15
var/radiationmin = 3
if(energy>200)
radiation += round((energy-150)/10,1)
radiationmin = round((radiation/5),1)
for(var/mob/living/M in view(toxrange, src.loc))
M.apply_effect(rand(radiationmin,radiation), IRRADIATE)
/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(istype(M, /mob/living/carbon/brain)) //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(3, 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/proc/pulse()
for(var/obj/machinery/power/rad_collector/R in rad_collectors)
if(R.z == z && get_dist(R, src) <= 15) // Better than using orange() every process
R.receive_pulse(energy)
/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)
/obj/singularity
name = "gravitational singularity"
desc = "A gravitational singularity."
icon = 'icons/obj/singularity.dmi'
icon_state = "singularity_s1"
anchored = 1
density = 1
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?
move_resist = INFINITY //no, you don't get to push the singulo. Not even you OP wizard gateway statues
var/consume_range = 0 //How many tiles out do we eat
var/event_chance = 15 //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
allow_spin = 0
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
/obj/singularity/New(loc, var/starting_energy = 50, var/temp = 0)
//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
/obj/singularity/Destroy()
STOP_PROCESSING(SSobj, src)
GLOB.poi_list.Remove(src)
GLOB.singularities -= src
target = null
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 1
/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/ex_act(severity)
switch(severity)
if(1)
if(current_size <= STAGE_TWO)
investigate_log("has been destroyed by a heavy explosion.","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)
qdel(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/A)
consume(A)
return
/obj/singularity/process()
if(allowed_size >= STAGE_TWO)
// Start moving even before we reach "true" stage two.
// If we are stage one and are sufficiently energetic to be allowed to 2,
// it might mean we are stuck in a corner somewere. So move around to try to expand.
move()
if(current_size >= STAGE_TWO)
pulse()
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()
last_warning = world.time
var/count = locate(/obj/machinery/field/containment) in urange(30, src, 1)
if(!count)
message_admins("A singularity has been created without containment fields active at [x], [y], [z] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)")
investigate_log("was created. [count?"":"<font color='red'>No containment fields were active</font>"]","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_turfs_in(1,1))&&(check_turfs_in(2,1))&&(check_turfs_in(4,1))&&(check_turfs_in(8,1)))
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_turfs_in(1,2))&&(check_turfs_in(2,2))&&(check_turfs_in(4,2))&&(check_turfs_in(8,2)))
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_turfs_in(1,3))&&(check_turfs_in(2,3))&&(check_turfs_in(4,3))&&(check_turfs_in(8,3)))
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>","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.","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()
set background = BACKGROUND_ENABLED
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
/obj/singularity/proc/consume(atom/A)
var/gain = A.singularity_act(current_size)
src.energy += gain
if(istype(A, /obj/machinery/power/supermatter_shard) && !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(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_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 = pick(1,2,3,4,5,6)
switch(numb)
if(1)//EMP
emp_area()
if(2,3)//tox damage all carbon mobs in area
toxmob()
if(4)//Stun mobs who lack optic scanners
mezzer()
if(5,6) //Sets all nearby mobs on fire
if(current_size < STAGE_SIX)
return 0
combust_mobs()
else
return 0
return 1
/obj/singularity/proc/toxmob()
var/toxrange = 10
var/radiation = 15
var/radiationmin = 3
if(energy>200)
radiation += round((energy-150)/10,1)
radiationmin = round((radiation/5),1)
for(var/mob/living/M in view(toxrange, src.loc))
M.apply_effect(rand(radiationmin,radiation), IRRADIATE)
/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(istype(M, /mob/living/carbon/brain)) //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(3, 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/proc/pulse()
for(var/obj/machinery/power/rad_collector/R in rad_collectors)
if(R.z == z && get_dist(R, src) <= 15) // Better than using orange() every process
R.receive_pulse(energy)
/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)