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Paradise/code/modules/power/singularity/field_generator.dm
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Moku MokuandGitHub 07f085a6c4 Correcting Welder Messages on the Field Generator.
This simply swaps WELD and SLICE messages that were previously incorrect to instead reflect as to what they should actually do.
Hopefully this can clear up some confusion for players, aswell as making it just look cleaner.
2020-06-13 15:19:59 +02:00

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/*
field_generator power level display
The icon used for the field_generator need to have 'num_power_levels' number of icon states
named 'Field_Gen +p[num]' where 'num' ranges from 1 to 'num_power_levels'
The power level is displayed using overlays. The current displayed power level is stored in 'powerlevel'.
The overlay in use and the powerlevel variable must be kept in sync. A powerlevel equal to 0 means that
no power level overlay is currently in the overlays list.
-Aygar
*/
#define field_generator_max_power 250
#define FG_UNSECURED 0
#define FG_SECURED 1
#define FG_WELDED 2
#define FG_OFFLINE 0
#define FG_CHARGING 1
#define FG_ONLINE 2
/obj/machinery/field/generator
name = "Field Generator"
desc = "A large thermal battery that projects a high amount of energy when powered."
icon = 'icons/obj/machines/field_generator.dmi'
icon_state = "Field_Gen"
anchored = 0
density = 1
use_power = NO_POWER_USE
max_integrity = 500
//100% immune to lasers and energy projectiles since it absorbs their energy.
armor = list("melee" = 25, "bullet" = 10, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
var/const/num_power_levels = 6 // Total number of power level icon has
var/power_level = 0
var/active = FG_OFFLINE
var/power = 20 // Current amount of power
var/state = FG_UNSECURED
var/warming_up = 0
var/list/obj/machinery/field/containment/fields
var/list/obj/machinery/field/generator/connected_gens
var/clean_up = 0
/obj/machinery/field/generator/update_icon()
overlays.Cut()
if(warming_up)
overlays += "+a[warming_up]"
if(fields.len)
overlays += "+on"
if(power_level)
overlays += "+p[power_level]"
/obj/machinery/field/generator/Initialize(mapload)
. = ..()
fields = list()
connected_gens = list()
/obj/machinery/field/generator/process()
if(active == FG_ONLINE)
calc_power()
/obj/machinery/field/generator/attack_hand(mob/user)
if(state == FG_WELDED)
if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
if(active >= FG_CHARGING)
to_chat(user, "<span class='warning'>You are unable to turn off the [name] once it is online!</span>")
return 1
else
user.visible_message("[user.name] turns on the [name].", \
"<span class='notice'>You turn on the [name].</span>", \
"<span class='italics'>You hear heavy droning.</span>")
turn_on()
investigate_log("<font color='green'>activated</font> by [user.key].","singulo")
add_fingerprint(user)
else
to_chat(user, "<span class='warning'>[src] needs to be firmly secured to the floor first!</span>")
/obj/machinery/field/generator/attackby(obj/item/W, mob/user, params)
if(active)
to_chat(user, "<span class='warning'>[src] needs to be off!</span>")
return
else if(istype(W, /obj/item/wrench))
switch(state)
if(FG_UNSECURED)
if(isinspace()) return
state = FG_SECURED
playsound(loc, W.usesound, 75, 1)
user.visible_message("[user.name] secures [name] to the floor.", \
"<span class='notice'>You secure the external reinforcing bolts to the floor.</span>", \
"<span class='italics'>You hear ratchet.</span>")
anchored = 1
if(FG_SECURED)
state = FG_UNSECURED
playsound(loc, W.usesound, 75, 1)
user.visible_message("[user.name] unsecures [name] reinforcing bolts from the floor.", \
"<span class='notice'>You undo the external reinforcing bolts.</span>", \
"<span class='italics'>You hear ratchet.</span>")
anchored = 0
if(FG_WELDED)
to_chat(user, "<span class='warning'>The [name] needs to be unwelded from the floor!</span>")
else
return ..()
/obj/machinery/field/generator/welder_act(mob/user, obj/item/I)
. = TRUE
if(state == FG_UNSECURED)
to_chat(user, "<span class='warning'>[src] needs to be wrenched to the floor!</span>")
return
if(!I.tool_use_check(user, 0))
return
if(state == FG_SECURED)
WELDER_ATTEMPT_FLOOR_WELD_MESSAGE
else if(state == FG_WELDED)
WELDER_ATTEMPT_FLOOR_SLICE_MESSAGE
if(I.use_tool(src, user, 20, volume = I.tool_volume))
if(state == FG_SECURED)
WELDER_FLOOR_WELD_SUCCESS_MESSAGE
state = FG_WELDED
else if(state == FG_WELDED)
WELDER_FLOOR_SLICE_SUCCESS_MESSAGE
state = FG_SECURED
/obj/machinery/field/generator/emp_act()
return 0
/obj/machinery/field/generator/attack_animal(mob/living/simple_animal/M)
if(M.environment_smash & ENVIRONMENT_SMASH_RWALLS && active == FG_OFFLINE && state != FG_UNSECURED)
state = FG_UNSECURED
anchored = FALSE
M.visible_message("<span class='warning'>[M] rips [src] free from its moorings!</span>")
else
..()
if(!anchored)
step(src, get_dir(M, src))
/obj/machinery/field/generator/blob_act(obj/structure/blob/B)
if(active)
return 0
else
..()
/obj/machinery/field/generator/bullet_act(obj/item/projectile/Proj)
if(Proj.flag != "bullet")
power = min(power + Proj.damage, field_generator_max_power)
check_power_level()
return 0
/obj/machinery/field/generator/Destroy()
cleanup()
return ..()
/obj/machinery/field/generator/proc/check_power_level()
var/new_level = round(num_power_levels * power / field_generator_max_power)
if(new_level != power_level)
power_level = new_level
update_icon()
/obj/machinery/field/generator/proc/turn_off()
active = FG_OFFLINE
spawn(1)
cleanup()
while(warming_up > 0 && !active)
sleep(50)
warming_up--
update_icon()
/obj/machinery/field/generator/proc/turn_on()
active = FG_CHARGING
spawn(1)
while(warming_up < 3 && active)
sleep(50)
warming_up++
update_icon()
if(warming_up >= 3)
start_fields()
/obj/machinery/field/generator/proc/calc_power()
var/power_draw = 2 + fields.len
if(draw_power(round(power_draw/2, 1)))
check_power_level()
return 1
else
visible_message("<span class='danger'>The [name] shuts down!</span>", "<span class='italics'>You hear something shutting down.</span>")
turn_off()
investigate_log("ran out of power and <font color='red'>deactivated</font>","singulo")
power = 0
check_power_level()
return 0
//This could likely be better, it tends to start loopin if you have a complex generator loop setup. Still works well enough to run the engine fields will likely recode the field gens and fields sometime -Mport
/obj/machinery/field/generator/proc/draw_power(draw = 0, failsafe = 0, obj/machinery/field/generator/G = null, obj/machinery/field/generator/last = null)
if((G && (G == src)) || (failsafe >= 8))//Loopin, set fail
return 0
else
failsafe++
if(power >= draw)//We have enough power
power -= draw
return 1
else//Need more power
draw -= power
power = 0
for(var/CG in connected_gens)
var/obj/machinery/field/generator/FG = CG
if(FG == last)//We just asked you
continue
if(G)//Another gen is askin for power and we dont have it
if(FG.draw_power(draw,failsafe,G,src))//Can you take the load
return 1
else
return 0
else//We are askin another for power
if(FG.draw_power(draw,failsafe,src,src))
return 1
else
return 0
/obj/machinery/field/generator/proc/start_fields()
if(state != FG_WELDED || !anchored)
turn_off()
return
spawn(1)
setup_field(1)
spawn(2)
setup_field(2)
spawn(3)
setup_field(4)
spawn(4)
setup_field(8)
spawn(5)
active = FG_ONLINE
/obj/machinery/field/generator/proc/setup_field(NSEW)
var/turf/T = loc
if(!istype(T))
return 0
var/obj/machinery/field/generator/G = null
var/steps = 0
if(!NSEW)//Make sure its ran right
return 0
for(var/dist in 0 to 7) // checks out to 8 tiles away for another generator
T = get_step(T, NSEW)
if(T.density)//We cant shoot a field though this
return 0
G = locate(/obj/machinery/field/generator) in T
if(G)
steps -= 1
if(!G.active)
return 0
break
for(var/TC in T.contents)
var/atom/A = TC
if(ismob(A))
continue
if(A.density)
return 0
steps++
if(!G)
return 0
T = loc
for(var/dist in 0 to steps) // creates each field tile
var/field_dir = get_dir(T,get_step(G.loc, NSEW))
T = get_step(T, NSEW)
if(!locate(/obj/machinery/field/containment) in T)
var/obj/machinery/field/containment/CF = new/obj/machinery/field/containment()
CF.set_master(src,G)
CF.loc = T
CF.dir = field_dir
fields += CF
G.fields += CF
for(var/mob/living/L in T)
CF.Crossed(L, null)
connected_gens |= G
G.connected_gens |= src
update_icon()
/obj/machinery/field/generator/proc/cleanup()
clean_up = 1
for(var/F in fields)
qdel(F)
for(var/CG in connected_gens)
var/obj/machinery/field/generator/FG = CG
FG.connected_gens -= src
if(!FG.clean_up)//Makes the other gens clean up as well
FG.cleanup()
connected_gens -= FG
clean_up = 0
update_icon()
//This is here to help fight the "hurr durr, release singulo cos nobody will notice before the
//singulo eats the evidence". It's not fool-proof but better than nothing.
//I want to avoid using global variables.
spawn(1)
var/temp = 1 //stops spam
for(var/obj/singularity/O in GLOB.singularities)
if(O.last_warning && temp)
if((world.time - O.last_warning) > 50) //to stop message-spam
temp = 0
message_admins("A singulo exists and a containment field has failed. Location: [get_area(src)] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</A>)",1)
investigate_log("has <font color='red'>failed</font> whilst a singulo exists.","singulo")
O.last_warning = world.time
/obj/machinery/field/generator/shock_field(mob/living/user)
if(fields.len)
..()
/obj/machinery/field/generator/bump_field(atom/movable/AM as mob|obj)
if(fields.len)
..()
#undef FG_UNSECURED
#undef FG_SECURED
#undef FG_WELDED
#undef FG_OFFLINE
#undef FG_CHARGING
#undef FG_ONLINE