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Paradise/code/modules/power/engines/singularity/field_generator.dm
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DGamerLandGitHub b77f369160 Changes the Tesla movement pattern [READY FOR REVIEW] (#20955)
* Slightly buffs the atmos backpack
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## What Does This PR Do
Increases the water cap of the atmos firefighting backpack from 200 to 500, to be more in line with the janitor cleaning backpack
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## Why It's Good For The Game
Currently, nobody uses the backpack for anything other than metal foam, as the water capacity is simply too little for any effective firefighting, or nanofrost usage.
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## Testing
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## Changelog
🆑
tweak: Increased atmos firefighting backpack capacity
/🆑

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* Maybe actually do what the PR says

* First attempt

* First stepos

* Cleaning up a bit, no errors :D

* fuck I have to redo the entire move code

* probably  won't compile, but I make other PR now

* something is fucky but I'm not fixing it now

* BALL STUCK BALL STUCK

* we making progress

* guhhhh

* moving over to getline() stuff

* yeetus your APCs are deletus

* removes variable that made Cl fail

* Steelslayer suggestions

* hotfix number one

* ANOTHER hotfix

* lewcc reviews

* new findeventarea proc

* Steelslayer review + Almost 100% sirryan review

* this should be all done now

* Hal review

* now 100% CI approved

* Hal review

* no more turf refs

* begone unused lists

* maybe actually delete the list

* doesn't runtime :D

* oops forgot this

* list gone and less runtimes

* steelslayer reviews
2023-07-15 11:11:14 -05:00

350 lines
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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
GLOBAL_LIST_INIT(field_generator_fields, list())
/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 = FALSE
density = TRUE
power_state = 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, 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 = FALSE
/obj/machinery/field/generator/update_overlays()
. = ..()
if(warming_up)
. += "+a[warming_up]"
if(fields.len)
. += "+on"
if(power_level)
. += "+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 [src] once it is online!</span>")
return 1
else
user.visible_message("[user] turns on [src].", \
"<span class='notice'>You turn on [src].</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 = TRUE
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 = FALSE
if(FG_WELDED)
to_chat(user, "<span class='warning'>[src] 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 && !Proj.nodamage)
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'>[src] 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
GLOB.field_generator_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 = TRUE
for(var/F in fields)
qdel(F)
GLOB.field_generator_fields -= 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 = FALSE
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.
INVOKE_ASYNC(src, PROC_REF(admin_alert))
/obj/machinery/field/generator/proc/admin_alert()
var/temp = TRUE //stops spam
for(var/thing in GLOB.singularities)
var/obj/singularity/O = thing
if(O.last_warning && temp && atoms_share_level(O, src))
if((world.time - O.last_warning) > 50) //to stop message-spam
temp = FALSE
// To the person who asks "Hey affected, why are you using this massive operator when you can use AREACOORD?" Well, ill tell you
// get_area_name is fucking broken and uses a for(x in world) search
// It doesnt even work, is expensive, and returns 0
// Im not refactoring one thing which could risk breaking all admin location logs
// Fight me
// [src ? "[get_location_name(src, TRUE)] [COORD(src)]" : "nonexistent location"] [ADMIN_JMP(src)] works much better and actually works at all
// Oh and yes, this exact comment was pasted from the exact same thing I did to tcomms code. Dont at me.
message_admins("A singularity exists and a containment field has failed on the same Z-Level. Singulo location: [O ? "[get_location_name(O, TRUE)] [COORD(O)]" : "nonexistent location"] [ADMIN_JMP(O)] | Field generator location: [src ? "[get_location_name(src, TRUE)] [COORD(src)]" : "nonexistent location"] [ADMIN_JMP(src)]")
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