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APC & Machinery Refactor + Local Powernets (#19991)
* local powernet and machine power refactor * some fixes * more tweaks + powerchange() refactor * fixes var edited apcs on meatpackers.dmm * fixes issue with power channels * Reviews * delta fix * Update code/game/machinery/portable_turret.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * removed area power change proc * damn morgues * requested changes * request changes * deconfliction * mapping fixes * some fixes from TM --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
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@@ -75,10 +75,9 @@
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var/area/A = get_area(src)
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if(!isarea(A))
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return
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if(!A.powered(EQUIP))
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if(!A.powernet.has_power(PW_CHANNEL_EQUIPMENT))
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return
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A.use_power(5000, EQUIP)
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var/light = A.power_light
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A.powernet.use_active_power(PW_CHANNEL_EQUIPMENT, 5000)
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A.update_icon(UPDATE_ICON_STATE)
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flick("echair_shock", src)
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@@ -91,5 +90,3 @@
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to_chat(buckled_mob, "<span class='danger'>You feel a deep shock course through your body!</span>")
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spawn(1)
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buckled_mob.electrocute_act(110, src, 1)
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A.power_light = light
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A.update_icon(UPDATE_ICON_STATE)
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@@ -542,10 +542,10 @@ GLOBAL_LIST_EMPTY(crematoriums)
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icon = 'icons/obj/power.dmi'
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icon_state = "crema_switch"
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resistance_flags = INDESTRUCTIBLE // could use a more elegant solution like being able to be rebuilt, broken and repaired, or by directly attaching the switch to the crematorium
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power_channel = EQUIP
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use_power = IDLE_POWER_USE
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idle_power_usage = 100
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active_power_usage = 5000
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power_channel = PW_CHANNEL_EQUIPMENT
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power_state = IDLE_POWER_USE
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idle_power_consumption = 100
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active_power_consumption = 5000
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anchored = TRUE
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req_access = list(ACCESS_CREMATORIUM)
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/// ID of the crematorium to hook into
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@@ -556,7 +556,7 @@ GLOBAL_LIST_EMPTY(crematoriums)
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return attack_hand(user)
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/obj/machinery/crema_switch/attack_hand(mob/user)
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if(!powered(power_channel)) // Do we have power?
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if(!has_power(power_channel)) // Do we have power?
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return
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if(!(allowed(usr) || user.can_advanced_admin_interact()))
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@@ -251,7 +251,7 @@
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icon_state = "shower"
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density = FALSE
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anchored = TRUE
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use_power = NO_POWER_USE
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power_state = NO_POWER_USE
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///Is the shower on or off?
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var/on = FALSE
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///What temperature the shower reagents are set to.
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@@ -599,8 +599,9 @@
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D.toggle_polarization()
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/obj/machinery/button/windowtint/power_change()
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..()
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if(active && !powered(power_channel))
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if(!..())
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return
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if(active && (stat & NOPOWER))
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toggle_tint()
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/obj/machinery/button/windowtint/update_icon_state()
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