Fixed the Field Gen power issue and added Aygar's /machine docs

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1602 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-05-19 15:13:38 +00:00
parent 6e6eb19e40
commit deec0de7d0
2 changed files with 106 additions and 16 deletions
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/*
Overview:
Used to create objects that need a per step proc call. Default definition of 'New()'
stores a reference to src machine in global 'machines list'. Default definition
of 'Del' removes reference to src machine in global 'machines list'.
Class Variables:
use_power (num)
current state of auto power use.
Possible Values:
0 -- no auto power use
1 -- machine is using power at its idle power level
2 -- machine is using power at its active power level
active_power_usage (num)
Value for the amount of power to use when in active power mode
idle_power_usage (num)
Value for the amount of power to use when in idle power mode
power_channel (num)
What channel to draw from when drawing power for power mode
Possible Values:
EQUIP:0 -- Equipment Channel
LIGHT:2 -- Lighting Channel
ENVIRON:3 -- Environment Channel
component_parts (list)
A list of component parts of machine used by frame based machines.
uid (num)
Unique id of machine across all machines.
gl_uid (global num)
Next uid value in sequence
stat (bitflag)
Machine status bit flags.
Possible bit flags:
BROKEN:1 -- Machine is broken
NOPOWER:2 -- No power is being supplied to machine.
POWEROFF:4 -- tbd
MAINT:8 -- machine is currently under going maintenance.
EMPED:16 -- temporary broken by EMP pulse
manual (num)
Currently unused.
Class Procs:
New() 'game/machinery/machine.dm'
Del() 'game/machinery/machine.dm'
auto_use_power() 'game/machinery/machine.dm'
This proc determines how power mode power is deducted by the machine.
'auto_use_power()' is called by the 'master_controller' game_controller every
tick.
Return Value:
return:1 -- if object is powered
return:0 -- if object is not powered.
Default definition uses 'use_power', 'power_channel', 'active_power_usage',
'idle_power_usage', 'powered()', and 'use_power()' implement behavior.
powered(chan = EQUIP) 'modules/power/power.dm'
Checks to see if area that contains the object has power available for power
channel given in 'chan'.
use_power(amount, chan=EQUIP) 'modules/power/power.dm'
Deducts 'amount' from the power channel 'chan' of the area that contains the object.
power_change() 'modules/power/power.dm'
Called by the area that contains the object when ever that area under goes a
power state change (area runs out of power, or area channel is turned off).
RefreshParts() 'game/machinery/machine.dm'
Called to refresh the variables in the machine that are contributed to by parts
contained in the component_parts list. (example: glass and material amounts for
the autolathe)
Default definition does nothing.
assign_uid() 'game/machinery/machine.dm'
Called by machine to assign a value to the uid variable.
process() 'game/machinery/machine.dm'
Called by the 'master_controller' once per game tick for each machine that is listed in the 'machines' list.
Compiled by Aygar
*/
/obj/machinery/New()
..()
machines.Add(src)