Files
Paradise/code/modules/power/power.dm
tigercat2000 7d8c9a731a SS Conversion: Atoms, Machines, n' Mobs
This converts the machine and mob processes to the SMC. Additionally, it
adds the Atom subsystem, which handles all Initialize() calls in place
of the old gameticker. Due to incompatibility with our atmospherics
(FUCK OUR ATMOSPHERICS FOR FUCKING EVER JESUS CHRIST WHO THE FUCK MADE
THIS PIECE OF GODDAMN SHIT) atmospherics machines do not use
Initialize() as they should, instead opting for a custom atmos_init
proc that the air controller handles.
2018-04-28 17:55:15 -07:00

362 lines
10 KiB
Plaintext

//////////////////////////////
// POWER MACHINERY BASE CLASS
//////////////////////////////
/////////////////////////////
// Definitions
/////////////////////////////
/obj/machinery/power
name = null
icon = 'icons/obj/power.dmi'
anchored = 1.0
on_blueprints = TRUE
var/datum/powernet/powernet = null
use_power = 0
idle_power_usage = 0
active_power_usage = 0
/obj/machinery/power/Destroy()
disconnect_from_network()
return ..()
///////////////////////////////
// General procedures
//////////////////////////////
// common helper procs for all power machines
/obj/machinery/power/proc/add_avail(var/amount)
if(powernet)
powernet.newavail += amount
/obj/machinery/power/proc/draw_power(var/amount)
if(powernet)
return powernet.draw_power(amount)
return 0
/obj/machinery/power/proc/surplus()
if(powernet)
return powernet.avail-powernet.load
else
return 0
/obj/machinery/power/proc/avail()
if(powernet)
return powernet.avail
else
return 0
/obj/machinery/power/proc/load()
if(powernet)
return powernet.load
else
return 0
/obj/machinery/power/proc/disconnect_terminal() // machines without a terminal will just return, no harm no fowl.
return
// returns true if the area has power on given channel (or doesn't require power).
// defaults to power_channel
/obj/machinery/proc/powered(var/chan = -1) // defaults to power_channel
if(!src.loc)
return 0
var/area/A = src.loc.loc // make sure it's in an area
if(!A || !isarea(A))
return 0 // if not, then not powered
if(chan == -1)
chan = power_channel
return A.powered(chan) // return power status of the area
// increment the power usage stats for an area
/obj/machinery/proc/use_power(var/amount, var/chan = -1) // defaults to power_channel
var/area/A = get_area(src) // make sure it's in an area
if(!A || !isarea(A))
return
if(chan == -1)
chan = power_channel
A.use_power(amount, chan)
/obj/machinery/proc/addStaticPower(value, powerchannel)
var/area/A = get_area(src)
if(!A)
return
A.addStaticPower(value, powerchannel)
/obj/machinery/proc/removeStaticPower(value, powerchannel)
addStaticPower(-value, powerchannel)
/obj/machinery/proc/power_change() // called whenever the power settings of the containing area change
// by default, check equipment channel & set flag
// can override if needed
if(powered(power_channel))
stat &= ~NOPOWER
else
stat |= NOPOWER
return
// connect the machine to a powernet if a node cable is present on the turf
/obj/machinery/power/proc/connect_to_network()
var/turf/T = src.loc
if(!T || !istype(T))
return 0
var/obj/structure/cable/C = T.get_cable_node() //check if we have a node cable on the machine turf, the first found is picked
if(!C || !C.powernet)
return 0
C.powernet.add_machine(src)
return 1
// remove and disconnect the machine from its current powernet
/obj/machinery/power/proc/disconnect_from_network()
if(!powernet)
return 0
powernet.remove_machine(src)
return 1
// attach a wire to a power machine - leads from the turf you are standing on
//almost never called, overwritten by all power machines but terminal and generator
/obj/machinery/power/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
var/turf/T = user.loc
if(T.intact || !istype(T, /turf/simulated/floor))
return
if(get_dist(src, user) > 1)
return
coil.place_turf(T, user)
return
else
..()
return
///////////////////////////////////////////
// Powernet handling helpers
//////////////////////////////////////////
//returns all the cables WITHOUT a powernet in neighbors turfs,
//pointing towards the turf the machine is located at
/obj/machinery/power/proc/get_connections()
. = list()
var/cdir
var/turf/T
for(var/card in cardinal)
T = get_step(loc,card)
cdir = get_dir(T,loc)
for(var/obj/structure/cable/C in T)
if(C.powernet) continue
if(C.d1 == cdir || C.d2 == cdir)
. += C
return .
//returns all the cables in neighbors turfs,
//pointing towards the turf the machine is located at
/obj/machinery/power/proc/get_marked_connections()
. = list()
var/cdir
var/turf/T
for(var/card in cardinal)
T = get_step(loc,card)
cdir = get_dir(T,loc)
for(var/obj/structure/cable/C in T)
if(C.d1 == cdir || C.d2 == cdir)
. += C
return .
//returns all the NODES (O-X) cables WITHOUT a powernet in the turf the machine is located at
/obj/machinery/power/proc/get_indirect_connections()
. = list()
for(var/obj/structure/cable/C in loc)
if(C.powernet) continue
if(C.d1 == 0) // the cable is a node cable
. += C
return .
///////////////////////////////////////////
// GLOBAL PROCS for powernets handling
//////////////////////////////////////////
// returns a list of all power-related objects (nodes, cable, junctions) in turf,
// excluding source, that match the direction d
// if unmarked==1, only return those with no powernet
/proc/power_list(var/turf/T, var/source, var/d, var/unmarked=0, var/cable_only = 0)
. = list()
var/fdir = (!d)? 0 : turn(d, 180) // the opposite direction to d (or 0 if d==0)
///// Z-Level Stuff
var/Zdir
if(d==11)
Zdir = 11
else if(d==12)
Zdir = 12
else
Zdir = 999
///// Z-Level Stuff
for(var/AM in T)
if(AM == source) continue //we don't want to return source
if(!cable_only && istype(AM,/obj/machinery/power))
var/obj/machinery/power/P = AM
if(P.powernet == 0) continue // exclude APCs which have powernet=0
if(!unmarked || !P.powernet) //if unmarked=1 we only return things with no powernet
if(d == 0)
. += P
else if(istype(AM,/obj/structure/cable))
var/obj/structure/cable/C = AM
if(!unmarked || !C.powernet)
///// Z-Level Stuff
if(C.d1 == fdir || C.d2 == fdir || C.d1 == Zdir || C.d2 == Zdir)
///// Z-Level Stuff
. += C
else if(C.d1 == d || C.d2 == d)
. += C
return .
//remove the old powernet and replace it with a new one throughout the network.
/proc/propagate_network(var/obj/O, var/datum/powernet/PN)
//log_world("propagating new network")
var/list/worklist = list()
var/list/found_machines = list()
var/index = 1
var/obj/P = null
worklist+=O //start propagating from the passed object
while(index<=worklist.len) //until we've exhausted all power objects
P = worklist[index] //get the next power object found
index++
if( istype(P,/obj/structure/cable))
var/obj/structure/cable/C = P
if(C.powernet != PN) //add it to the powernet, if it isn't already there
PN.add_cable(C)
worklist |= C.get_connections() //get adjacents power objects, with or without a powernet
else if(P.anchored && istype(P,/obj/machinery/power))
var/obj/machinery/power/M = P
found_machines |= M //we wait until the powernet is fully propagates to connect the machines
else
continue
//now that the powernet is set, connect found machines to it
for(var/obj/machinery/power/PM in found_machines)
if(!PM.connect_to_network()) //couldn't find a node on its turf...
PM.disconnect_from_network() //... so disconnect if already on a powernet
//Merge two powernets, the bigger (in cable length term) absorbing the other
/proc/merge_powernets(var/datum/powernet/net1, var/datum/powernet/net2)
if(!net1 || !net2) //if one of the powernet doesn't exist, return
return
if(net1 == net2) //don't merge same powernets
return
//We assume net1 is larger. If net2 is in fact larger we are just going to make them switch places to reduce on code.
if(net1.cables.len < net2.cables.len) //net2 is larger than net1. Let's switch them around
var/temp = net1
net1 = net2
net2 = temp
//merge net2 into net1
for(var/obj/structure/cable/Cable in net2.cables) //merge cables
net1.add_cable(Cable)
if(!net2) return net1
for(var/obj/machinery/power/Node in net2.nodes) //merge power machines
if(!Node.connect_to_network())
Node.disconnect_from_network() //if somehow we can't connect the machine to the new powernet, disconnect it from the old nonetheless
return net1
//Determines how strong could be shock, deals damage to mob, uses power.
//M is a mob who touched wire/whatever
//power_source is a source of electricity, can be powercell, area, apc, cable, powernet or null
//source is an object caused electrocuting (airlock, grille, etc)
//No animations will be performed by this proc.
/proc/electrocute_mob(mob/living/carbon/M as mob, var/power_source, var/obj/source, var/siemens_coeff = 1.0)
if(!istype(M))
return 0
if(istype(M.loc,/obj/mecha))
return 0 //feckin mechs are dumb
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(G.siemens_coefficient == 0)
return 0 //to avoid spamming with insulated glvoes on
var/area/source_area
if(istype(power_source,/area))
source_area = power_source
power_source = source_area.get_apc()
if(istype(power_source,/obj/structure/cable))
var/obj/structure/cable/Cable = power_source
power_source = Cable.powernet
var/datum/powernet/PN
var/obj/item/stock_parts/cell/cell
if(istype(power_source,/datum/powernet))
PN = power_source
else if(istype(power_source,/obj/item/stock_parts/cell))
cell = power_source
else if(istype(power_source,/obj/machinery/power/apc))
var/obj/machinery/power/apc/apc = power_source
cell = apc.cell
if(apc.terminal)
PN = apc.terminal.powernet
else if(!power_source)
return 0
else
log_admin("ERROR: /proc/electrocute_mob([M], [power_source], [source]): wrong power_source")
return 0
if(!cell && !PN)
return 0
var/PN_damage = 0
var/cell_damage = 0
if(PN)
PN_damage = PN.get_electrocute_damage()
if(cell)
cell_damage = cell.get_electrocute_damage()
var/shock_damage = 0
if(PN_damage>=cell_damage)
power_source = PN
shock_damage = PN_damage
else
power_source = cell
shock_damage = cell_damage
var/drained_hp = M.electrocute_act(shock_damage, source, siemens_coeff) //zzzzzzap!
var/drained_energy = drained_hp*20
if(source_area)
source_area.use_power(drained_energy/CELLRATE)
else if(istype(power_source,/datum/powernet))
var/drained_power = drained_energy/CELLRATE //convert from "joules" to "watts"
drained_power = PN.draw_power(drained_power)
else if(istype(power_source, /obj/item/stock_parts/cell))
cell.use(drained_energy)
return drained_energy