Wakka Wakka update

- PACMAN-type portable power generator now producable through the R&D system. You insert solid plasma coins (minted from solid plasma which you get from miners) into the generator and when you turn it on, it produces power (~5000 for a baseline model). Useful for powering small powernets/rooms. More powerful generators will be added eventually. To unlock the design, you need Plasma Technology 2 and Power Storage 3. To construct, it's 5 metal (Machine Frame) => cable => PACMAN board => 1 matter bin, 1 micro laser, 2 pieces of cable, and a capacitor => Screwdriver to finish. Screwdriver => Crowbar to start the deconstruction process. If not 100% reliable, the device will break down eventually.
- R&D console disk commands now actually work. Derp.
- In the R&D console settings menu, you can reset the console's R&D database to the default data. Make sure to backup data onto disk if you don't want to lose it!
- Instruction manuals in mech_construction.dm and mining.dm moved to code\game\objects\items\weapons\manuals.dm to make them easier to find. Condensed down some of the redundant code.
- R&Dinstruction manual added to the R&D lab.
- Fixed a pair of Destructive Analyzer bugs. If an object contains a mob (such as an intellicard with an AI in it), it runs the death routine for that mob.
- Protolathe now accepts uranium. GO FORTH, COMRADES.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1114 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
morikou@gmail.com
2011-02-24 06:27:45 +00:00
parent d26492bc80
commit 17b01fac19
11 changed files with 1010 additions and 778 deletions
+136 -1
View File
@@ -33,4 +33,139 @@ turn on/off
/obj/machinery/power/port_gen/examine()
display round(lastgen) and plasmatank amount
*/
*/
//Previous code been here forever, adding new framework for portable generators
//Baseline portable generator. Has all the default handling. Not intended to be used on it's own (since it generates unlimited power).
/obj/machinery/power/port_gen
name = "protable generator"
desc = "A portable generator for emergency backup power"
icon = 'power.dmi'
icon_state = "portgen0"
density = 1
anchored = 0
directwired = 1
use_power = 0
var
active = 0
power_gen = 5000
open = 0
recent_fault = 0
proc
HasFuel() //Placeholder for fuel check.
return 1
UseFuel() //Placeholder for fuel use.
return
process()
if(active && HasFuel() && !crit_fail && powernet)
if(prob(reliability)) add_avail(power_gen)
else if(!recent_fault) recent_fault = 1
else crit_fail = 1
UseFuel()
else
active = 0
icon_state = initial(icon_state)
attack_hand(mob/user as mob)
if(..())
return
if(!anchored)
return
examine()
set src in oview(1)
if(active)
usr << "\blue The generator is on."
else
usr << "\blue The generator is off."
/obj/machinery/power/port_gen/pacman
name = "P.A.C.M.A.N.-type Portable Generator"
var
plasma_coins = 0
max_coins = 120
New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/micro_laser(src)
component_parts += new /obj/item/weapon/cable_coil(src)
component_parts += new /obj/item/weapon/cable_coil(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new /obj/item/weapon/circuitboard/pacman(src)
RefreshParts()
RefreshParts()
var/temp_rating = 0
var/temp_reliability = 0
for(var/obj/item/weapon/stock_parts/SP in component_parts)
if(istype(SP, /obj/item/weapon/stock_parts/matter_bin))
max_coins = SP.rating * SP.rating * 120
else if(istype(SP, /obj/item/weapon/stock_parts/micro_laser) || istype(SP, /obj/item/weapon/stock_parts/capacitor))
temp_rating += SP.rating
for(var/obj/item/weapon/CP in component_parts)
temp_reliability += CP.reliability
reliability = min(round(temp_reliability / 4), 100)
power_gen = round(5000 * (max(2, temp_rating) / 2))
examine()
..()
usr << "\blue The generator has [plasma_coins] units of fuel left, producing [power_gen] per cycle."
if(crit_fail) usr << "\red The generator seems to have broken down."
HasFuel()
if(plasma_coins)
return 1
return 0
UseFuel()
if(plasma_coins)
plasma_coins--
return
attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, /obj/item/weapon/coin/plasma))
if(plasma_coins >= max_coins)
user << "\red The generator already has it's maximum amount of fuel!"
return
plasma_coins++
user.drop_item()
del(O)
user << "\blue You add a coin to the generator."
else if(!active)
if(istype(O, /obj/item/weapon/wrench))
anchored = !anchored
if(anchored)
user << "\blue The generator is locked into place."
else
user << "\blue The generator is unbolted from the floor."
makepowernets()
else if(istype(O, /obj/item/weapon/screwdriver))
open = !open
else if(istype(O, /obj/item/weapon/crowbar) && !open)
var/obj/machinery/constructable_frame/machine_frame/new_frame = new /obj/machinery/constructable_frame/machine_frame(src.loc)
for(var/obj/item/I in component_parts)
if(I.reliability < 100)
I.crit_fail = 1
I.loc = src.loc
new_frame.state = 2
new_frame.icon_state = "box_1"
del(src)
attack_hand(mob/user as mob)
..()
if(!active && HasFuel() && !crit_fail && powernet)
active = 1
icon_state = "portgen1"
user << "\blue The generator is on."
else if(active)
active = 0
icon_state = "portgen0"
user << "\blue The generator is off."