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* Slightly buffs the atmos backpack <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## 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 <!-- Include a small to medium description of what your PR changes. --> <!-- Document all changes, as not doing this may delay reviews or even discourage maintainers from merging your PR! --> <!-- If your PR fixes an issue, add "Fixes #1234" somewhere in the PR description. This will automatically close the bug upon PR submission. --> ## 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. <!-- Add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Testing <!-- How did you test the PR, if at all? --> ## Changelog 🆑 tweak: Increased atmos firefighting backpack capacity /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- If a PR has no impact on players (i.e. a code refactor that does not change functionality) then the entire Changelog heading and contents can be removed. --> * 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
350 lines
10 KiB
Plaintext
350 lines
10 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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GLOBAL_LIST_INIT(field_generator_fields, list())
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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 = FALSE
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density = TRUE
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power_state = 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, 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 = FALSE
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/obj/machinery/field/generator/update_overlays()
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. = ..()
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if(warming_up)
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. += "+a[warming_up]"
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if(fields.len)
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. += "+on"
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if(power_level)
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. += "+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 [src] once it is online!</span>")
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return 1
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else
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user.visible_message("[user] turns on [src].", \
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"<span class='notice'>You turn on [src].</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 = TRUE
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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 = FALSE
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if(FG_WELDED)
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to_chat(user, "<span class='warning'>[src] 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 && !Proj.nodamage)
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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'>[src] 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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GLOB.field_generator_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 = TRUE
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for(var/F in fields)
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qdel(F)
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GLOB.field_generator_fields -= 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 = FALSE
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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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INVOKE_ASYNC(src, PROC_REF(admin_alert))
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/obj/machinery/field/generator/proc/admin_alert()
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var/temp = TRUE //stops spam
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for(var/thing in GLOB.singularities)
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var/obj/singularity/O = thing
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if(O.last_warning && temp && atoms_share_level(O, src))
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if((world.time - O.last_warning) > 50) //to stop message-spam
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temp = FALSE
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// To the person who asks "Hey affected, why are you using this massive operator when you can use AREACOORD?" Well, ill tell you
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// get_area_name is fucking broken and uses a for(x in world) search
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// It doesnt even work, is expensive, and returns 0
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// Im not refactoring one thing which could risk breaking all admin location logs
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// Fight me
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// [src ? "[get_location_name(src, TRUE)] [COORD(src)]" : "nonexistent location"] [ADMIN_JMP(src)] works much better and actually works at all
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// Oh and yes, this exact comment was pasted from the exact same thing I did to tcomms code. Dont at me.
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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)]")
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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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