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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 19:47:22 +01:00
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.
338 lines
9.5 KiB
Plaintext
338 lines
9.5 KiB
Plaintext
/*
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field_generator power level display
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The icon used for the field_generator need to have 'num_power_levels' number of icon states
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named 'Field_Gen +p[num]' where 'num' ranges from 1 to 'num_power_levels'
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The power level is displayed using overlays. The current displayed power level is stored in 'powerlevel'.
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The overlay in use and the powerlevel variable must be kept in sync. A powerlevel equal to 0 means that
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no power level overlay is currently in the overlays list.
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-Aygar
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*/
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#define field_generator_max_power 250
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#define FG_UNSECURED 0
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#define FG_SECURED 1
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#define FG_WELDED 2
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#define FG_OFFLINE 0
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#define FG_CHARGING 1
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#define FG_ONLINE 2
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/obj/machinery/field/generator
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name = "Field Generator"
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desc = "A large thermal battery that projects a high amount of energy when powered."
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icon = 'icons/obj/machines/field_generator.dmi'
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icon_state = "Field_Gen"
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anchored = 0
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density = 1
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use_power = NO_POWER_USE
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max_integrity = 500
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//100% immune to lasers and energy projectiles since it absorbs their energy.
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armor = list("melee" = 25, "bullet" = 10, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
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var/const/num_power_levels = 6 // Total number of power level icon has
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var/power_level = 0
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var/active = FG_OFFLINE
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var/power = 20 // Current amount of power
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var/state = FG_UNSECURED
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var/warming_up = 0
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var/list/obj/machinery/field/containment/fields
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var/list/obj/machinery/field/generator/connected_gens
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var/clean_up = 0
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/obj/machinery/field/generator/update_icon()
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overlays.Cut()
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if(warming_up)
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overlays += "+a[warming_up]"
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if(fields.len)
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overlays += "+on"
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if(power_level)
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overlays += "+p[power_level]"
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/obj/machinery/field/generator/Initialize(mapload)
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. = ..()
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fields = list()
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connected_gens = list()
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/obj/machinery/field/generator/process()
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if(active == FG_ONLINE)
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calc_power()
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/obj/machinery/field/generator/attack_hand(mob/user)
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if(state == FG_WELDED)
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if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
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if(active >= FG_CHARGING)
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to_chat(user, "<span class='warning'>You are unable to turn off the [name] once it is online!</span>")
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return 1
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else
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user.visible_message("[user.name] turns on the [name].", \
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"<span class='notice'>You turn on the [name].</span>", \
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"<span class='italics'>You hear heavy droning.</span>")
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turn_on()
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investigate_log("<font color='green'>activated</font> by [user.key].","singulo")
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add_fingerprint(user)
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else
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to_chat(user, "<span class='warning'>[src] needs to be firmly secured to the floor first!</span>")
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/obj/machinery/field/generator/attackby(obj/item/W, mob/user, params)
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if(active)
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to_chat(user, "<span class='warning'>[src] needs to be off!</span>")
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return
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else if(istype(W, /obj/item/wrench))
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switch(state)
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if(FG_UNSECURED)
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if(isinspace()) return
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state = FG_SECURED
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playsound(loc, W.usesound, 75, 1)
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user.visible_message("[user.name] secures [name] to the floor.", \
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"<span class='notice'>You secure the external reinforcing bolts to the floor.</span>", \
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"<span class='italics'>You hear ratchet.</span>")
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anchored = 1
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if(FG_SECURED)
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state = FG_UNSECURED
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playsound(loc, W.usesound, 75, 1)
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user.visible_message("[user.name] unsecures [name] reinforcing bolts from the floor.", \
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"<span class='notice'>You undo the external reinforcing bolts.</span>", \
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"<span class='italics'>You hear ratchet.</span>")
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anchored = 0
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if(FG_WELDED)
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to_chat(user, "<span class='warning'>The [name] needs to be unwelded from the floor!</span>")
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else
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return ..()
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/obj/machinery/field/generator/welder_act(mob/user, obj/item/I)
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. = TRUE
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if(state == FG_UNSECURED)
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to_chat(user, "<span class='warning'>[src] needs to be wrenched to the floor!</span>")
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return
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if(!I.tool_use_check(user, 0))
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return
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if(state == FG_SECURED)
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WELDER_ATTEMPT_FLOOR_WELD_MESSAGE
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else if(state == FG_WELDED)
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WELDER_ATTEMPT_FLOOR_SLICE_MESSAGE
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if(I.use_tool(src, user, 20, volume = I.tool_volume))
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if(state == FG_SECURED)
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WELDER_FLOOR_WELD_SUCCESS_MESSAGE
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state = FG_WELDED
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else if(state == FG_WELDED)
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WELDER_FLOOR_SLICE_SUCCESS_MESSAGE
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state = FG_SECURED
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/obj/machinery/field/generator/emp_act()
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return 0
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/obj/machinery/field/generator/attack_animal(mob/living/simple_animal/M)
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if(M.environment_smash & ENVIRONMENT_SMASH_RWALLS && active == FG_OFFLINE && state != FG_UNSECURED)
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state = FG_UNSECURED
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anchored = FALSE
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M.visible_message("<span class='warning'>[M] rips [src] free from its moorings!</span>")
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else
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..()
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if(!anchored)
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step(src, get_dir(M, src))
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/obj/machinery/field/generator/blob_act(obj/structure/blob/B)
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if(active)
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return 0
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else
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..()
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/obj/machinery/field/generator/bullet_act(obj/item/projectile/Proj)
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if(Proj.flag != "bullet")
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power = min(power + Proj.damage, field_generator_max_power)
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check_power_level()
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return 0
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/obj/machinery/field/generator/Destroy()
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cleanup()
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return ..()
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/obj/machinery/field/generator/proc/check_power_level()
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var/new_level = round(num_power_levels * power / field_generator_max_power)
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if(new_level != power_level)
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power_level = new_level
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update_icon()
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/obj/machinery/field/generator/proc/turn_off()
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active = FG_OFFLINE
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spawn(1)
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cleanup()
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while(warming_up > 0 && !active)
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sleep(50)
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warming_up--
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update_icon()
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/obj/machinery/field/generator/proc/turn_on()
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active = FG_CHARGING
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spawn(1)
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while(warming_up < 3 && active)
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sleep(50)
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warming_up++
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update_icon()
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if(warming_up >= 3)
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start_fields()
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/obj/machinery/field/generator/proc/calc_power()
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var/power_draw = 2 + fields.len
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if(draw_power(round(power_draw/2, 1)))
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check_power_level()
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return 1
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else
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visible_message("<span class='danger'>The [name] shuts down!</span>", "<span class='italics'>You hear something shutting down.</span>")
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turn_off()
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investigate_log("ran out of power and <font color='red'>deactivated</font>","singulo")
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power = 0
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check_power_level()
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return 0
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//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
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/obj/machinery/field/generator/proc/draw_power(draw = 0, failsafe = 0, obj/machinery/field/generator/G = null, obj/machinery/field/generator/last = null)
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if((G && (G == src)) || (failsafe >= 8))//Loopin, set fail
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return 0
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else
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failsafe++
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if(power >= draw)//We have enough power
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power -= draw
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return 1
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else//Need more power
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draw -= power
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power = 0
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for(var/CG in connected_gens)
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var/obj/machinery/field/generator/FG = CG
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if(FG == last)//We just asked you
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continue
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if(G)//Another gen is askin for power and we dont have it
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if(FG.draw_power(draw,failsafe,G,src))//Can you take the load
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return 1
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else
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return 0
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else//We are askin another for power
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if(FG.draw_power(draw,failsafe,src,src))
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return 1
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else
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return 0
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/obj/machinery/field/generator/proc/start_fields()
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if(state != FG_WELDED || !anchored)
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turn_off()
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return
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spawn(1)
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setup_field(1)
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spawn(2)
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setup_field(2)
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spawn(3)
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setup_field(4)
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spawn(4)
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setup_field(8)
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spawn(5)
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active = FG_ONLINE
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/obj/machinery/field/generator/proc/setup_field(NSEW)
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var/turf/T = loc
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if(!istype(T))
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return 0
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var/obj/machinery/field/generator/G = null
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var/steps = 0
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if(!NSEW)//Make sure its ran right
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return 0
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for(var/dist in 0 to 7) // checks out to 8 tiles away for another generator
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T = get_step(T, NSEW)
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if(T.density)//We cant shoot a field though this
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return 0
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G = locate(/obj/machinery/field/generator) in T
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if(G)
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steps -= 1
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if(!G.active)
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return 0
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break
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for(var/TC in T.contents)
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var/atom/A = TC
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if(ismob(A))
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continue
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if(A.density)
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return 0
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steps++
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if(!G)
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return 0
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T = loc
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for(var/dist in 0 to steps) // creates each field tile
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var/field_dir = get_dir(T,get_step(G.loc, NSEW))
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T = get_step(T, NSEW)
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if(!locate(/obj/machinery/field/containment) in T)
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var/obj/machinery/field/containment/CF = new/obj/machinery/field/containment()
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CF.set_master(src,G)
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CF.loc = T
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CF.dir = field_dir
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fields += CF
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G.fields += CF
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for(var/mob/living/L in T)
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CF.Crossed(L, null)
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connected_gens |= G
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G.connected_gens |= src
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update_icon()
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/obj/machinery/field/generator/proc/cleanup()
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clean_up = 1
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for(var/F in fields)
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qdel(F)
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for(var/CG in connected_gens)
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var/obj/machinery/field/generator/FG = CG
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FG.connected_gens -= src
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if(!FG.clean_up)//Makes the other gens clean up as well
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FG.cleanup()
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connected_gens -= FG
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clean_up = 0
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update_icon()
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//This is here to help fight the "hurr durr, release singulo cos nobody will notice before the
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//singulo eats the evidence". It's not fool-proof but better than nothing.
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//I want to avoid using global variables.
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spawn(1)
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var/temp = 1 //stops spam
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for(var/obj/singularity/O in GLOB.singularities)
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if(O.last_warning && temp)
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if((world.time - O.last_warning) > 50) //to stop message-spam
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temp = 0
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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)
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investigate_log("has <font color='red'>failed</font> whilst a singulo exists.","singulo")
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O.last_warning = world.time
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/obj/machinery/field/generator/shock_field(mob/living/user)
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if(fields.len)
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..()
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/obj/machinery/field/generator/bump_field(atom/movable/AM as mob|obj)
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if(fields.len)
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..()
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#undef FG_UNSECURED
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#undef FG_SECURED
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#undef FG_WELDED
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#undef FG_OFFLINE
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#undef FG_CHARGING
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#undef FG_ONLINE
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