//update_state #define UPSTATE_CELL_IN 1 #define UPSTATE_OPENED1 2 #define UPSTATE_OPENED2 4 #define UPSTATE_MAINT 8 #define UPSTATE_BROKE 16 #define UPSTATE_BLUESCREEN 32 #define UPSTATE_WIREEXP 64 #define UPSTATE_ALLGOOD 128 //update_overlay #define APC_UPOVERLAY_CHARGEING0 1 #define APC_UPOVERLAY_CHARGEING1 2 #define APC_UPOVERLAY_CHARGEING2 4 #define APC_UPOVERLAY_EQUIPMENT0 8 #define APC_UPOVERLAY_EQUIPMENT1 16 #define APC_UPOVERLAY_EQUIPMENT2 32 #define APC_UPOVERLAY_LIGHTING0 64 #define APC_UPOVERLAY_LIGHTING1 128 #define APC_UPOVERLAY_LIGHTING2 256 #define APC_UPOVERLAY_ENVIRON0 512 #define APC_UPOVERLAY_ENVIRON1 1024 #define APC_UPOVERLAY_ENVIRON2 2048 #define APC_UPOVERLAY_LOCKED 4096 #define APC_UPDATE_ICON_COOLDOWN 200 // 20 seconds // APC malf status #define APC_MALF_NOT_HACKED 1 #define APC_MALF_HACKED 2 // APC hacked by user, and user is in its core. #define APC_MALF_SHUNTED_HERE 3 // User is shunted in this APC #define APC_MALF_SHUNTED_OTHER 4 // User is shunted in another APC // the Area Power Controller (APC), formerly Power Distribution Unit (PDU) // one per area, needs wire conection to power network through a terminal // controls power to devices in that area // may be opened to change power cell // three different channels (lighting/equipment/environ) - may each be set to on, off, or auto //NOTE: STUFF STOLEN FROM AIRLOCK.DM thx /obj/machinery/power/apc name = "area power controller" desc = "A control terminal for the area electrical systems." icon_state = "apc0" use_power = NO_POWER_USE max_integrity = 200 integrity_failure = 50 resistance_flags = FIRE_PROOF req_access = list(ACCESS_ENGINE_EQUIP) siemens_strength = 1 damage_deflection = 10 var/area/area var/areastring = null var/obj/item/stock_parts/cell/cell var/start_charge = 90 // initial cell charge % var/cell_type = 2500 //Base cell has 2500 capacity. Enter the path of a different cell you want to use. cell determines charge rates, max capacity, ect. These can also be changed with other APC vars, but isn't recommended to minimize the risk of accidental usage of dirty editted APCs var/opened = 0 //0=closed, 1=opened, 2=cover removed var/shorted = 0 var/lighting = 3 var/equipment = 3 var/environ = 3 var/operating = 1 var/charging = 0 var/chargemode = 1 var/chargecount = 0 var/locked = 1 var/coverlocked = 1 var/aidisabled = 0 var/obj/machinery/power/terminal/terminal = null var/lastused_light = 0 var/lastused_equip = 0 var/lastused_environ = 0 var/lastused_total = 0 var/main_status = 0 powernet = 0 // set so that APCs aren't found as powernet nodes //Hackish, Horrible, was like this before I changed it :( var/malfhack = 0 //New var for my changes to AI malf. --NeoFite var/mob/living/silicon/ai/malfai = null //See above --NeoFite var/debug= 0 var/autoflag= 0 // 0 = off, 1= eqp and lights off, 2 = eqp off, 3 = all on. // luminosity = 1 var/has_electronics = 0 // 0 - none, 1 - plugged in, 2 - secured by screwdriver var/overload = 1 //used for the Blackout malf module var/beenhit = 0 // used for counting how many times it has been hit, used for Aliens at the moment var/mob/living/silicon/ai/occupier = null var/longtermpower = 10 var/update_state = -1 var/update_overlay = -1 var/global/status_overlays = 0 var/updating_icon = 0 var/datum/wires/apc/wires = null //var/debug = 0 var/global/list/status_overlays_lock var/global/list/status_overlays_charging var/global/list/status_overlays_equipment var/global/list/status_overlays_lighting var/global/list/status_overlays_environ var/indestructible = 0 // If set, prevents aliens from destroying it var/keep_preset_name = 0 var/report_power_alarm = TRUE var/shock_proof = 0 //if set to 1, this APC will not arc bolts of electricity if it's overloaded. // Nightshift var/nightshift_lights = FALSE var/last_nightshift_switch = 0 /obj/machinery/power/apc/worn_out name = "\improper Worn out APC" keep_preset_name = 1 locked = 0 environ = 0 equipment = 0 lighting = 0 operating = 0 /obj/machinery/power/apc/noalarm report_power_alarm = FALSE /obj/machinery/power/apc/syndicate //general syndicate access req_access = list(ACCESS_SYNDICATE) report_power_alarm = FALSE /obj/item/apc_electronics name = "power control module" desc = "Heavy-duty switching circuits for power control." icon = 'icons/obj/module.dmi' icon_state = "power_mod" w_class = WEIGHT_CLASS_SMALL origin_tech = "engineering=2;programming=1" item_state = "electronic" flags = CONDUCT usesound = 'sound/items/deconstruct.ogg' toolspeed = 1 /obj/machinery/power/apc/get_cell() return cell /obj/machinery/power/apc/connect_to_network() //Override because the APC does not directly connect to the network; it goes through a terminal. //The terminal is what the power computer looks for anyway. if(terminal) terminal.connect_to_network() /obj/machinery/power/apc/New(turf/loc, direction, building = 0) if(!armor) armor = list("melee" = 20, "bullet" = 20, "laser" = 10, "energy" = 100, "bomb" = 30, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50) ..() GLOB.apcs += src GLOB.apcs = sortAtom(GLOB.apcs) wires = new(src) if(building) // Offset 24 pixels in direction of dir. This allows the APC to be embedded in a wall, yet still inside an area setDir(direction) // This is only used for pixel offsets, and later terminal placement. APC dir doesn't affect its sprite since it only has one orientation. set_pixel_offsets_from_dir(24, -24, 24, -24) area = get_area(src) area.apc |= src opened = 1 operating = 0 name = "[area.name] APC" stat |= MAINT update_icon() addtimer(CALLBACK(src, .proc/update), 5) /obj/machinery/power/apc/Destroy() GLOB.apcs -= src if(malfai && operating) malfai.malf_picker.processing_time = clamp(malfai.malf_picker.processing_time - 10,0,1000) area.power_light = 0 area.power_equip = 0 area.power_environ = 0 area.power_change() if(occupier) malfvacate(1) QDEL_NULL(wires) QDEL_NULL(cell) if(terminal) disconnect_terminal() area.apc -= src return ..() /obj/machinery/power/apc/proc/make_terminal() // create a terminal object at the same position as original turf loc // wires will attach to this terminal = new/obj/machinery/power/terminal(get_turf(src)) terminal.setDir(dir) terminal.master = src /obj/machinery/power/apc/Initialize(mapload) . = ..() if(!mapload) return has_electronics = 2 //installed and secured // is starting with a power cell installed, create it and set its charge level if(cell_type) cell = new/obj/item/stock_parts/cell/upgraded(src) cell.maxcharge = cell_type // cell_type is maximum charge (old default was 1000 or 2500 (values one and two respectively) cell.charge = start_charge * cell.maxcharge / 100 // (convert percentage to actual value) var/area/A = get_area(src) //if area isn't specified use current if(keep_preset_name) if(isarea(A)) area = A // no-op, keep the name else if(isarea(A) && src.areastring == null) area = A name = "\improper [area.name] APC" else area = get_area_name(areastring) name = "\improper [area.name] APC" area.apc |= src update_icon() make_terminal() addtimer(CALLBACK(src, .proc/update), 5) /obj/machinery/power/apc/examine(mob/user) . = ..() if(in_range(user, src)) if(stat & BROKEN) . += "Looks broken." else if(opened) if(has_electronics && terminal) . += "The cover is [opened==2?"removed":"open"] and the power cell is [ cell ? "installed" : "missing"]." else if(!has_electronics && terminal) . += "There are some wires but no electronics." else if(has_electronics && !terminal) . += "Electronics installed but not wired." else /* if(!has_electronics && !terminal) */ . += "There are no electronics nor connected wires." else if(stat & MAINT) . += "The cover is closed. Something wrong with it: it doesn't work." else if(malfhack) . += "The cover is broken. It may be hard to force it open." else . += "The cover is closed." // update the APC icon to show the three base states // also add overlays for indicator lights /obj/machinery/power/apc/update_icon(force_update = FALSE) if(!status_overlays || force_update) status_overlays = 1 status_overlays_lock = new status_overlays_charging = new status_overlays_equipment = new status_overlays_lighting = new status_overlays_environ = new status_overlays_lock.len = 2 status_overlays_charging.len = 3 status_overlays_equipment.len = 4 status_overlays_lighting.len = 4 status_overlays_environ.len = 4 status_overlays_lock[1] = image(icon, "apcox-0") // 0=blue 1=red status_overlays_lock[2] = image(icon, "apcox-1") status_overlays_charging[1] = image(icon, "apco3-0") status_overlays_charging[2] = image(icon, "apco3-1") status_overlays_charging[3] = image(icon, "apco3-2") status_overlays_equipment[1] = image(icon, "apco0-0") // 0=red, 1=green, 2=blue status_overlays_equipment[2] = image(icon, "apco0-1") status_overlays_equipment[3] = image(icon, "apco0-2") status_overlays_equipment[4] = image(icon, "apco0-3") status_overlays_lighting[1] = image(icon, "apco1-0") status_overlays_lighting[2] = image(icon, "apco1-1") status_overlays_lighting[3] = image(icon, "apco1-2") status_overlays_lighting[4] = image(icon, "apco1-3") status_overlays_environ[1] = image(icon, "apco2-0") status_overlays_environ[2] = image(icon, "apco2-1") status_overlays_environ[3] = image(icon, "apco2-2") status_overlays_environ[4] = image(icon, "apco2-3") var/update = check_updates() //returns 0 if no need to update icons. // 1 if we need to update the icon_state // 2 if we need to update the overlays if(!update && !force_update) return if(force_update || update & 1) // Updating the icon state if(update_state & UPSTATE_ALLGOOD) icon_state = "apc0" else if(update_state & (UPSTATE_OPENED1|UPSTATE_OPENED2)) var/basestate = "apc[ cell ? "2" : "1" ]" if(update_state & UPSTATE_OPENED1) if(update_state & (UPSTATE_MAINT|UPSTATE_BROKE)) icon_state = "apcmaint" //disabled APC cannot hold cell else icon_state = basestate else if(update_state & UPSTATE_OPENED2) icon_state = "[basestate]-nocover" else if(update_state & UPSTATE_BROKE) icon_state = "apc-b" else if(update_state & UPSTATE_BLUESCREEN) icon_state = "apcemag" else if(update_state & UPSTATE_WIREEXP) icon_state = "apcewires" if(!(update_state & UPSTATE_ALLGOOD)) if(overlays.len) overlays = 0 return if(force_update || update & 2) if(overlays.len) overlays.len = 0 if(!(stat & (BROKEN|MAINT)) && update_state & UPSTATE_ALLGOOD) overlays += status_overlays_lock[locked+1] overlays += status_overlays_charging[charging+1] if(operating) overlays += status_overlays_equipment[equipment+1] overlays += status_overlays_lighting[lighting+1] overlays += status_overlays_environ[environ+1] /obj/machinery/power/apc/proc/check_updates() var/last_update_state = update_state var/last_update_overlay = update_overlay update_state = 0 update_overlay = 0 if(cell) update_state |= UPSTATE_CELL_IN if(stat & BROKEN) update_state |= UPSTATE_BROKE if(stat & MAINT) update_state |= UPSTATE_MAINT if(opened) if(opened==1) update_state |= UPSTATE_OPENED1 if(opened==2) update_state |= UPSTATE_OPENED2 else if(emagged || malfai) update_state |= UPSTATE_BLUESCREEN else if(panel_open) update_state |= UPSTATE_WIREEXP if(update_state <= 1) update_state |= UPSTATE_ALLGOOD if(update_state & UPSTATE_ALLGOOD) if(locked) update_overlay |= APC_UPOVERLAY_LOCKED if(!charging) update_overlay |= APC_UPOVERLAY_CHARGEING0 else if(charging == 1) update_overlay |= APC_UPOVERLAY_CHARGEING1 else if(charging == 2) update_overlay |= APC_UPOVERLAY_CHARGEING2 if(!equipment) update_overlay |= APC_UPOVERLAY_EQUIPMENT0 else if(equipment == 1) update_overlay |= APC_UPOVERLAY_EQUIPMENT1 else if(equipment == 2) update_overlay |= APC_UPOVERLAY_EQUIPMENT2 if(!lighting) update_overlay |= APC_UPOVERLAY_LIGHTING0 else if(lighting == 1) update_overlay |= APC_UPOVERLAY_LIGHTING1 else if(lighting == 2) update_overlay |= APC_UPOVERLAY_LIGHTING2 if(!environ) update_overlay |= APC_UPOVERLAY_ENVIRON0 else if(environ==1) update_overlay |= APC_UPOVERLAY_ENVIRON1 else if(environ==2) update_overlay |= APC_UPOVERLAY_ENVIRON2 var/results = 0 if(last_update_state == update_state && last_update_overlay == update_overlay) return 0 if(last_update_state != update_state) results += 1 if(last_update_overlay != update_overlay) results += 2 return results // Used in process so it doesn't update the icon too much /obj/machinery/power/apc/proc/queue_icon_update() if(!updating_icon) updating_icon = 1 // Start the update spawn(APC_UPDATE_ICON_COOLDOWN) update_icon() updating_icon = 0 /obj/machinery/power/apc/get_spooked(second_pass = FALSE) if(opened || panel_open) return if(stat & (NOPOWER | BROKEN)) return if(!second_pass) //The first time, we just cut overlays addtimer(CALLBACK(src, /obj/machinery/power/apc/proc.get_spooked, TRUE), 1) cut_overlays() else flick("apcemag", src) //Second time we cause the APC to update its icon, then add a timer to update icon later addtimer(CALLBACK(src, /obj/machinery/power/apc/proc.update_icon, TRUE), 10) //attack with an item - open/close cover, insert cell, or (un)lock interface /obj/machinery/power/apc/attackby(obj/item/W, mob/living/user, params) if(issilicon(user) && get_dist(src,user)>1) return src.attack_hand(user) else if (istype(W, /obj/item/stock_parts/cell) && opened) // trying to put a cell inside if(cell) to_chat(user, "There is a power cell already installed!") return else if(stat & MAINT) to_chat(user, "There is no connector for your power cell!") return if(!user.drop_item()) return W.forceMove(src) cell = W user.visible_message(\ "[user.name] has inserted the power cell to [src.name]!",\ "You insert the power cell.") chargecount = 0 update_icon() else if(W.GetID()) // trying to unlock the interface with an ID card togglelock(user) else if(istype(W, /obj/item/stack/cable_coil) && opened) var/turf/host_turf = get_turf(src) if(!host_turf) throw EXCEPTION("attackby on APC when it's not on a turf") return if(host_turf.intact) to_chat(user, "You must remove the floor plating in front of the APC first!") return else if(terminal) // it already have terminal to_chat(user, "This APC is already wired!") return else if(has_electronics == 0) to_chat(user, "There is nothing to wire!") return var/obj/item/stack/cable_coil/C = W if(C.get_amount() < 10) to_chat(user, "You need ten lengths of cable for APC!") return user.visible_message("[user.name] adds cables to the APC frame.", \ "You start adding cables to the APC frame...") playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1) if(do_after(user, 20, target = src)) if(C.get_amount() < 10 || !C) return if(C.get_amount() >= 10 && !terminal && opened && has_electronics > 0) var/turf/T = get_turf(src) var/obj/structure/cable/N = T.get_cable_node() if(prob(50) && electrocute_mob(usr, N, N, 1, TRUE)) do_sparks(5, TRUE, src) return C.use(10) to_chat(user, "You add cables to the APC frame.") make_terminal() terminal.connect_to_network() else if(istype(W, /obj/item/apc_electronics) && opened) if(has_electronics!=0) // there are already electronicks inside to_chat(user, "You cannot put the board inside, there already is one!") return else if(stat & BROKEN) to_chat(user, "You cannot put the board inside, the frame is damaged!") return user.visible_message("[user.name] inserts the power control board into [src].", \ "You start to insert the power control board into the frame...") playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1) if(do_after(user, 10, target = src)) if(has_electronics==0) has_electronics = 1 locked = FALSE to_chat(user, "You place the power control board inside the frame.") qdel(W) else if(istype(W, /obj/item/mounted/frame/apc_frame) && opened) if(!(stat & BROKEN || opened==2 || obj_integrity < max_integrity)) // There is nothing to repair to_chat(user, "You found no reason for repairing this APC") return if(!(stat & BROKEN) && opened==2) // Cover is the only thing broken, we do not need to remove elctronicks to replace cover user.visible_message("[user.name] replaces missing APC's cover.",\ "You begin to replace APC's cover...") if(do_after(user, 20, target = src)) // replacing cover is quicker than replacing whole frame to_chat(user, "You replace missing APC's cover.") qdel(W) opened = 1 update_icon() return if(has_electronics) to_chat(user, "You cannot repair this APC until you remove the electronics still inside!") return user.visible_message("[user.name] replaces the damaged APC frame with a new one.",\ "You begin to replace the damaged APC frame...") if(do_after(user, 50, target = src)) to_chat(user, "You replace the damaged APC frame with a new one.") qdel(W) stat &= ~BROKEN obj_integrity = max_integrity if(opened==2) opened = 1 update_icon() return else return ..() /obj/machinery/power/apc/crowbar_act(mob/living/user, obj/item/I) . = TRUE if(!I.tool_start_check(src, user, 0)) return if(opened) // a) on open apc if(has_electronics==1) if(terminal) to_chat(user, "Disconnect the wires first!") return to_chat(user, "You are trying to remove the power control board..." ) if(I.use_tool(src, user, 50, volume = I.tool_volume)) if(has_electronics==1) has_electronics = 0 if(stat & BROKEN) user.visible_message(\ "[user.name] has broken the power control board inside [src.name]!", "You break the charred power control board and remove the remains.", "You hear a crack.") return //SSticker.mode:apcs-- //XSI said no and I agreed. -rastaf0 else if(emagged) // We emag board, not APC's frame emagged = FALSE user.visible_message( "[user.name] has discarded emaged power control board from [src.name]!", "You discarded shorten board.") return else if(malfhack) // AI hacks board, not APC's frame user.visible_message(\ "[user.name] has discarded strangely programmed power control board from [src.name]!", "You discarded strangely programmed board.") malfai = null malfhack = 0 return else user.visible_message(\ "[user.name] has removed the power control board from [src.name]!", "You remove the power control board.") new /obj/item/apc_electronics(loc) return else if(opened!=2) //cover isn't removed opened = 0 coverlocked = TRUE //closing cover relocks it update_icon() return else if(!(stat & BROKEN)) // b) on closed and not broken APC if(coverlocked && !(stat & MAINT)) // locked... to_chat(user, "The cover is locked and cannot be opened!") return else if(panel_open) // wires are exposed to_chat(user, "Exposed wires prevents you from opening it!") return else opened = 1 update_icon() /obj/machinery/power/apc/screwdriver_act(mob/living/user, obj/item/I) . = TRUE if(!I.use_tool(src, user, 0, volume = I.tool_volume)) return else if(opened) if(cell && !(stat & MAINT)) to_chat(user, "Close the APC first!") //Less hints more mystery! return else if(has_electronics==1) has_electronics = 2 stat &= ~MAINT to_chat(user, "You screw the circuit electronics into place.") else if(has_electronics==2) has_electronics = 1 stat |= MAINT to_chat(user, "You unfasten the electronics.") else to_chat(user, "There is nothing to secure!") return update_icon() else if(emagged) to_chat(user, "The interface is broken!") else panel_open = !panel_open to_chat(user, "The wires have been [panel_open ? "exposed" : "unexposed"]") update_icon() /obj/machinery/power/apc/wirecutter_act(mob/living/user, obj/item/I) . = TRUE if(!I.use_tool(src, user, 0, volume = I.tool_volume)) return if(panel_open && !opened) wires.Interact(user) else if(terminal && opened) terminal.dismantle(user, I) /obj/machinery/power/apc/multitool_act(mob/living/user, obj/item/I) . = TRUE if(!I.use_tool(src, user, 0, volume = I.tool_volume)) return if(panel_open && !opened) wires.Interact(user) /obj/machinery/power/apc/proc/togglelock(mob/living/user) if(emagged) to_chat(user, "The interface is broken!") else if(opened) to_chat(user, "You must close the cover to swipe an ID card!") else if(panel_open) to_chat(user, "You must close the panel!") else if(stat & (BROKEN|MAINT)) to_chat(user, "Nothing happens!") else if(allowed(usr) && !isWireCut(APC_WIRE_IDSCAN) && !malfhack) locked = !locked to_chat(user, "You [ locked ? "lock" : "unlock"] the APC interface.") update_icon() else to_chat(user, "Access denied.") /obj/machinery/power/apc/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir) if(stat & BROKEN) return damage_amount . = ..() /obj/machinery/power/apc/obj_break(damage_flag) if(!(flags & NODECONSTRUCT)) set_broken() /obj/machinery/power/apc/deconstruct(disassembled = TRUE) if(!(flags & NODECONSTRUCT)) if(!(stat & BROKEN)) set_broken() if(opened != 2) opened = 2 coverlocked = FALSE visible_message("The APC cover is knocked down!") update_icon() /obj/machinery/power/apc/welder_act(mob/user, obj/item/I) if(!opened || has_electronics || terminal) return . = TRUE if(!I.tool_use_check(user, 3)) return WELDER_ATTEMPT_SLICING_MESSAGE if(I.use_tool(src, user, 50, amount = 3, volume = I.tool_volume)) if((stat & BROKEN) || opened==2) new /obj/item/stack/sheet/metal(loc) user.visible_message(\ "[user.name] has cut [src] apart with [I].",\ "You disassembled the broken APC frame.") else new /obj/item/mounted/frame/apc_frame(loc) user.visible_message(\ "[user.name] has cut [src] from the wall with [I].",\ "You cut the APC frame from the wall.") qdel(src) /obj/machinery/power/apc/emag_act(user as mob) if(!(emagged || malfhack)) // trying to unlock with an emag card if(opened) to_chat(user, "You must close the cover to swipe an ID card.") else if(panel_open) to_chat(user, "You must close the panel first.") else if(stat & (BROKEN|MAINT)) to_chat(user, "Nothing happens.") else flick("apc-spark", src) emagged = 1 locked = 0 to_chat(user, "You emag the APC interface.") update_icon() // attack with hand - remove cell (if cover open) or interact with the APC /obj/machinery/power/apc/attack_hand(mob/user) // if(!can_use(user)) This already gets called in interact() and in topic() // return if(!user) return src.add_fingerprint(user) if(usr == user && opened && (!issilicon(user))) if(cell) if(issilicon(user)) cell.loc=src.loc // Drop it, whoops. else user.put_in_hands(cell) cell.add_fingerprint(user) cell.update_icon() src.cell = null user.visible_message("[user.name] removes the power cell from [src.name]!", "You remove the power cell.") // to_chat(user, "You remove the power cell.") charging = 0 src.update_icon() return if(stat & (BROKEN|MAINT)) return src.interact(user) /obj/machinery/power/apc/attack_ghost(mob/user) if(panel_open) wires.Interact(user) return ui_interact(user) /obj/machinery/power/apc/interact(mob/user) if(!user) return if(panel_open) wires.Interact(user) return ui_interact(user) /obj/machinery/power/apc/proc/get_malf_status(mob/living/silicon/ai/malf) if(!istype(malf)) return FALSE // Only if they're a traitor OR they have the malf picker from the combat module if(!malf.mind.has_antag_datum(/datum/antagonist/traitor) && !malf.malf_picker) return FALSE if(malfai == (malf.parent || malf)) if(occupier == malf) return APC_MALF_SHUNTED_HERE else if(istype(malf.loc, /obj/machinery/power/apc)) return APC_MALF_SHUNTED_OTHER else return APC_MALF_HACKED else return APC_MALF_NOT_HACKED /obj/machinery/power/apc/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1) if(!user) return // update the ui if it exists, returns null if no ui is passed/found ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open) if(!ui) // the ui does not exist, so we'll create a new one ui = new(user, src, ui_key, "apc.tmpl", "[area.name] - APC", 510, issilicon(user) ? 535 : 460) ui.open() // Auto update every Master Controller tick ui.set_auto_update(1) /obj/machinery/power/apc/ui_data(mob/user, ui_key = "main", datum/topic_state/state = GLOB.default_state) var/data[0] data["locked"] = is_locked(user) data["isOperating"] = operating data["externalPower"] = main_status data["powerCellStatus"] = cell ? cell.percent() : null data["chargeMode"] = chargemode data["chargingStatus"] = charging data["totalLoad"] = round(lastused_equip + lastused_light + lastused_environ) data["coverLocked"] = coverlocked data["siliconUser"] = istype(user, /mob/living/silicon) data["siliconLock"] = locked data["malfStatus"] = get_malf_status(user) data["nightshiftLights"] = nightshift_lights var/powerChannels[0] powerChannels[++powerChannels.len] = list( "title" = "Equipment", "powerLoad" = round(lastused_equip), "status" = equipment, "topicParams" = list( "auto" = list("eqp" = 3), "on" = list("eqp" = 2), "off" = list("eqp" = 1) ) ) powerChannels[++powerChannels.len] = list( "title" = "Lighting", "powerLoad" = round(lastused_light), "status" = lighting, "topicParams" = list( "auto" = list("lgt" = 3), "on" = list("lgt" = 2), "off" = list("lgt" = 1) ) ) powerChannels[++powerChannels.len] = list( "title" = "Environment", "powerLoad" = round(lastused_environ), "status" = environ, "topicParams" = list( "auto" = list("env" = 3), "on" = list("env" = 2), "off" = list("env" = 1) ) ) data["powerChannels"] = powerChannels return data /obj/machinery/power/apc/proc/report() return "[area.name] : [equipment]/[lighting]/[environ] ([lastused_equip+lastused_light+lastused_environ]) : [cell? cell.percent() : "N/C"] ([charging])" /obj/machinery/power/apc/proc/update() if(operating && !shorted) area.power_light = (lighting > 1) area.power_equip = (equipment > 1) area.power_environ = (environ > 1) // if(area.name == "AI Chamber") // spawn(10) // to_chat(world, " [area.name] [area.power_equip]") else area.power_light = 0 area.power_equip = 0 area.power_environ = 0 // if(area.name == "AI Chamber") // to_chat(world, "[area.power_equip]") area.power_change() /obj/machinery/power/apc/proc/isWireCut(var/wireIndex) return wires.IsIndexCut(wireIndex) /obj/machinery/power/apc/proc/can_use(var/mob/user, var/loud = 0) //used by attack_hand() and Topic() if(user.can_admin_interact()) return 1 autoflag = 5 if(istype(user, /mob/living/silicon)) var/mob/living/silicon/ai/AI = user var/mob/living/silicon/robot/robot = user if( \ src.aidisabled || \ malfhack && istype(malfai) && \ ( \ (istype(AI) && (malfai!=AI && malfai != AI.parent)) || \ (istype(robot) && (robot in malfai.connected_robots)) \ ) \ ) if(!loud) to_chat(user, "\The [src] has AI control disabled!") user << browse(null, "window=apc") user.unset_machine() return 0 else if((!in_range(src, user) || !istype(src.loc, /turf))) return 0 var/mob/living/carbon/human/H = user if(istype(H)) if(H.getBrainLoss() >= 60) for(var/mob/M in viewers(src, null)) to_chat(M, "[H] stares cluelessly at [src] and drools.") return 0 else if(prob(H.getBrainLoss())) to_chat(user, "You momentarily forget how to use [src].") return 0 return 1 /obj/machinery/power/apc/proc/is_authenticated(mob/user as mob) if(user.can_admin_interact()) return 1 if(isAI(user) || isrobot(user)) return 1 else return !locked /obj/machinery/power/apc/proc/is_locked(mob/user as mob) if(user.can_admin_interact()) return 0 if(isAI(user) || isrobot(user)) return 0 else return locked /obj/machinery/power/apc/Topic(href, href_list, var/usingUI = 1) if(..()) return 1 if(!can_use(usr, 1)) return 1 if(href_list["lock"]) if(!is_authenticated(usr)) return coverlocked = !coverlocked else if(href_list["breaker"]) if(!is_authenticated(usr)) return toggle_breaker() else if(href_list["toggle_nightshift"]) if(!is_authenticated(usr)) return if(last_nightshift_switch > world.time + 100) // don't spam... to_chat(usr, "[src]'s night lighting circuit breaker is still cycling!") return last_nightshift_switch = world.time set_nightshift(!nightshift_lights) else if(href_list["cmode"]) if(!is_authenticated(usr)) return chargemode = !chargemode if(!chargemode) charging = 0 update_icon() else if(href_list["eqp"]) if(!is_authenticated(usr)) return var/val = text2num(href_list["eqp"]) equipment = setsubsystem(val) update_icon() update() else if(href_list["lgt"]) if(!is_authenticated(usr)) return var/val = text2num(href_list["lgt"]) lighting = setsubsystem(val) update_icon() update() else if(href_list["env"]) if(!is_authenticated(usr)) return var/val = text2num(href_list["env"]) environ = setsubsystem(val) update_icon() update() else if( href_list["close"] ) SSnanoui.close_user_uis(usr, src) return 0 else if(href_list["close2"]) usr << browse(null, "window=apcwires") return 0 else if(href_list["overload"]) if(issilicon(usr) && !aidisabled) overload_lighting() else if(href_list["malfhack"]) if(get_malf_status(usr)) malfhack(usr) else if(href_list["occupyapc"]) if(get_malf_status(usr)) malfoccupy(usr) else if(href_list["deoccupyapc"]) if(get_malf_status(usr)) malfvacate() else if(href_list["toggleaccess"]) if(istype(usr, /mob/living/silicon)) if(emagged || aidisabled || (stat & (BROKEN|MAINT))) to_chat(usr, "The APC does not respond to the command.") else locked = !locked update_icon() return 0 /obj/machinery/power/apc/proc/toggle_breaker() operating = !operating update() update_icon() /obj/machinery/power/apc/proc/malfhack(mob/living/silicon/ai/malf) if(!istype(malf)) return if(get_malf_status(malf) != APC_MALF_NOT_HACKED) return if(malf.malfhacking) to_chat(malf, "You are already hacking an APC.") return to_chat(malf, "Beginning override of APC systems. This takes some time, and you cannot perform other actions during the process.") malf.malfhack = src malf.malfhacking = addtimer(CALLBACK(malf, /mob/living/silicon/ai/.proc/malfhacked, src), 600, TIMER_STOPPABLE) var/obj/screen/alert/hackingapc/A A = malf.throw_alert("hackingapc", /obj/screen/alert/hackingapc) A.target = src /obj/machinery/power/apc/proc/malfoccupy(mob/living/silicon/ai/malf) if(!istype(malf)) return if(istype(malf.loc, /obj/machinery/power/apc)) // Already in an APC to_chat(malf, "You must evacuate your current APC first!") return if(!malf.can_shunt) to_chat(malf, "You cannot shunt!") return if(!is_station_level(src.z)) return occupier = new /mob/living/silicon/ai(src,malf.laws,null,1) occupier.adjustOxyLoss(malf.getOxyLoss()) if(!findtext(occupier.name, "APC Copy")) occupier.name = "[malf.name] APC Copy" if(malf.parent) occupier.parent = malf.parent else occupier.parent = malf malf.shunted = 1 malf.mind.transfer_to(occupier) occupier.eyeobj.name = "[occupier.name] (AI Eye)" if(malf.parent) qdel(malf) var/datum/action/innate/ai/return_to_core/R = new R.Grant(occupier) occupier.cancel_camera() if((seclevel2num(get_security_level()) == SEC_LEVEL_DELTA) && malf.nuking) for(var/obj/item/pinpointer/point in GLOB.pinpointer_list) point.the_disk = src //the pinpointer will detect the shunted AI /obj/machinery/power/apc/proc/malfvacate(forced) if(!occupier) return if(occupier.parent && occupier.parent.stat != DEAD) occupier.mind.transfer_to(occupier.parent) occupier.parent.shunted = 0 occupier.parent.adjustOxyLoss(occupier.getOxyLoss()) occupier.parent.cancel_camera() qdel(occupier) if(seclevel2num(get_security_level()) == SEC_LEVEL_DELTA) for(var/obj/item/pinpointer/point in GLOB.pinpointer_list) for(var/mob/living/silicon/ai/A in GLOB.ai_list) if((A.stat != DEAD) && A.nuking) point.the_disk = A //The pinpointer tracks the AI back into its core. else to_chat(occupier, "Primary core damaged, unable to return core processes.") if(forced) occupier.loc = loc occupier.death() occupier.gib() for(var/obj/item/pinpointer/point in GLOB.pinpointer_list) point.the_disk = null //Pinpointers go back to tracking the nuke disk /obj/machinery/power/apc/proc/ion_act() //intended to be exactly the same as an AI malf attack if(!src.malfhack && is_station_level(src.z)) if(prob(3)) src.locked = 1 if(src.cell.charge > 0) src.cell.charge = 0 cell.corrupt() src.malfhack = 1 update_icon() var/datum/effect_system/smoke_spread/smoke = new smoke.set_up(3, 0, src.loc) smoke.attach(src) smoke.start() do_sparks(3, 1, src) for(var/mob/M in viewers(src)) M.show_message("The [src.name] suddenly lets out a blast of smoke and some sparks!", 3, "You hear sizzling electronics.", 2) /obj/machinery/power/apc/surplus() if(terminal) return terminal.surplus() else return 0 /obj/machinery/power/apc/add_load(amount) if(terminal && terminal.powernet) terminal.add_load(amount) /obj/machinery/power/apc/avail() if(terminal) return terminal.avail() else return 0 /obj/machinery/power/apc/process() if(stat & (BROKEN|MAINT)) return if(!area.requires_power) return lastused_light = area.usage(STATIC_LIGHT) lastused_light += area.usage(LIGHT) lastused_equip = area.usage(EQUIP) lastused_equip += area.usage(STATIC_EQUIP) lastused_environ = area.usage(ENVIRON) lastused_environ += area.usage(STATIC_ENVIRON) area.clear_usage() lastused_total = lastused_light + lastused_equip + lastused_environ //store states to update icon if any change var/last_lt = lighting var/last_eq = equipment var/last_en = environ var/last_ch = charging var/excess = surplus() if(!src.avail()) main_status = 0 else if(excess < 0) main_status = 1 else main_status = 2 if(debug) log_debug("Status: [main_status] - Excess: [excess] - Last Equip: [lastused_equip] - Last Light: [lastused_light] - Longterm: [longtermpower]") if(cell && !shorted) // draw power from cell as before to power the area var/cellused = min(cell.charge, GLOB.CELLRATE * lastused_total) // clamp deduction to a max, amount left in cell cell.use(cellused) if(excess > lastused_total) // if power excess recharge the cell // by the same amount just used cell.give(cellused) add_load(cellused/GLOB.CELLRATE) // add the load used to recharge the cell else // no excess, and not enough per-apc if((cell.charge/GLOB.CELLRATE + excess) >= lastused_total) // can we draw enough from cell+grid to cover last usage? cell.charge = min(cell.maxcharge, cell.charge + GLOB.CELLRATE * excess) //recharge with what we can add_load(excess) // so draw what we can from the grid charging = 0 else // not enough power available to run the last tick! charging = 0 chargecount = 0 // This turns everything off in the case that there is still a charge left on the battery, just not enough to run the room. equipment = autoset(equipment, 0) lighting = autoset(lighting, 0) environ = autoset(environ, 0) autoflag = 0 // Set channels depending on how much charge we have left // Allow the APC to operate as normal if the cell can charge if(charging && longtermpower < 10) longtermpower += 1 else if(longtermpower > -10) longtermpower -= 2 if(cell.charge >= 1250 || longtermpower > 0) // Put most likely at the top so we don't check it last, effeciency 101 if(autoflag != 3) equipment = autoset(equipment, 1) lighting = autoset(lighting, 1) environ = autoset(environ, 1) autoflag = 3 if(report_power_alarm && is_station_contact(z)) SSalarms.power_alarm.clearAlarm(loc, src) else if(cell.charge < 1250 && cell.charge > 750 && longtermpower < 0) // <30%, turn off equipment if(autoflag != 2) equipment = autoset(equipment, 2) lighting = autoset(lighting, 1) environ = autoset(environ, 1) if(report_power_alarm && is_station_contact(z)) SSalarms.power_alarm.triggerAlarm(loc, src) autoflag = 2 else if(cell.charge < 750 && cell.charge > 10) // <15%, turn off lighting & equipment if((autoflag > 1 && longtermpower < 0) || (autoflag > 1 && longtermpower >= 0)) equipment = autoset(equipment, 2) lighting = autoset(lighting, 2) environ = autoset(environ, 1) if(report_power_alarm && is_station_contact(z)) SSalarms.power_alarm.triggerAlarm(loc, src) autoflag = 1 else if(cell.charge <= 0) // zero charge, turn all off if(autoflag != 0) equipment = autoset(equipment, 0) lighting = autoset(lighting, 0) environ = autoset(environ, 0) if(report_power_alarm && is_station_contact(z)) SSalarms.power_alarm.triggerAlarm(loc, src) autoflag = 0 // now trickle-charge the cell if(chargemode && charging == 1 && operating) if(excess > 0) // check to make sure we have enough to charge // Max charge is capped to % per second constant var/ch = min(excess*GLOB.CELLRATE, cell.maxcharge*GLOB.CHARGELEVEL) add_load(ch/GLOB.CELLRATE) // Removes the power we're taking from the grid cell.give(ch) // actually recharge the cell else charging = 0 // stop charging chargecount = 0 // show cell as fully charged if so if(cell.charge >= cell.maxcharge) cell.charge = cell.maxcharge charging = 2 if(chargemode) if(!charging) if(excess > cell.maxcharge*GLOB.CHARGELEVEL) chargecount++ else chargecount = 0 if(chargecount == 10) chargecount = 0 charging = 1 else // chargemode off charging = 0 chargecount = 0 if(excess >= 5000000 && !shock_proof) //If there's more than 5,000,000 watts in the grid, start arcing and shocking people. if(prob(5)) var/list/shock_mobs = list() for(var/C in view(get_turf(src), 5)) //We only want to shock a single random mob in range, not every one. if(isliving(C)) shock_mobs += C if(shock_mobs.len) var/mob/living/L = pick(shock_mobs) L.electrocute_act(rand(5, 25), "electrical arc") playsound(get_turf(L), 'sound/effects/eleczap.ogg', 75, 1) Beam(L, icon_state = "lightning[rand(1, 12)]", icon = 'icons/effects/effects.dmi', time = 5) else // no cell, switch everything off charging = 0 chargecount = 0 equipment = autoset(equipment, 0) lighting = autoset(lighting, 0) environ = autoset(environ, 0) if(report_power_alarm && is_station_contact(z)) SSalarms.power_alarm.triggerAlarm(loc, src) autoflag = 0 // update icon & area power if anything changed if(last_lt != lighting || last_eq != equipment || last_en != environ) queue_icon_update() update() else if(last_ch != charging) queue_icon_update() /obj/machinery/power/apc/proc/autoset(var/val, var/on) if(on==0) if(val==2) // if on, return off return 0 else if(val==3) // if auto-on, return auto-off return 1 else if(on==1) if(val==1) // if auto-off, return auto-on return 3 else if(on==2) if(val==3) // if auto-on, return auto-off return 1 return val // damage and destruction acts /obj/machinery/power/apc/emp_act(severity) if(cell) cell.emp_act(severity) if(occupier) occupier.emp_act(severity) lighting = 0 equipment = 0 environ = 0 update_icon() update() spawn(600) equipment = 3 environ = 3 update_icon() update() ..() /obj/machinery/power/apc/blob_act(obj/structure/blob/B) set_broken() /obj/machinery/power/apc/disconnect_terminal() if(terminal) terminal.master = null terminal = null /obj/machinery/power/apc/proc/set_broken() if(malfai && operating) malfai.malf_picker.processing_time = clamp(malfai.malf_picker.processing_time - 10,0,1000) stat |= BROKEN operating = 0 if(occupier) malfvacate(1) update_icon() update() // overload all the lights in this APC area /obj/machinery/power/apc/proc/overload_lighting(chance = 100) if(!operating || shorted) return if(cell && cell.charge >= 20) cell.use(20) spawn(0) for(var/obj/machinery/light/L in area) if(prob(chance)) L.break_light_tube(0, 1) stoplag() /obj/machinery/power/apc/proc/null_charge() for(var/obj/machinery/light/L in area) L.break_light_tube(0, 1) stoplag() /obj/machinery/power/apc/proc/setsubsystem(val) if(cell && cell.charge > 0) return (val==1) ? 0 : val else if(val == 3) return 1 else return 0 /obj/machinery/power/apc/proc/set_nightshift(on) set waitfor = FALSE nightshift_lights = on for(var/obj/machinery/light/L in area) if(L.nightshift_allowed) L.nightshift_enabled = nightshift_lights L.update(FALSE) CHECK_TICK #undef APC_UPDATE_ICON_COOLDOWN