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All credits to the author for this handy little script. I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work. To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders" If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
123 lines
3.4 KiB
Plaintext
123 lines
3.4 KiB
Plaintext
// Powersink - used to drain station power
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/obj/item/device/powersink
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desc = "A nulling power sink which drains energy from electrical systems."
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name = "power sink"
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icon_state = "powersink0"
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item_state = "electronic"
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w_class = 4.0
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flags = FPRINT | TABLEPASS | CONDUCT
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throwforce = 5
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throw_speed = 1
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throw_range = 2
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m_amt = 750
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w_amt = 750
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origin_tech = "powerstorage=3;syndicate=5"
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var/drain_rate = 600000 // amount of power to drain per tick
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var/power_drained = 0 // has drained this much power
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var/max_power = 1e8 // maximum power that can be drained before exploding
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var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
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var/obj/structure/cable/attached // the attached cable
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attackby(var/obj/item/I, var/mob/user)
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if(istype(I, /obj/item/weapon/screwdriver))
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if(mode == 0)
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var/turf/T = loc
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if(isturf(T) && !T.intact)
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attached = locate() in T
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if(!attached)
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user << "No exposed cable here to attach to."
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return
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else
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anchored = 1
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mode = 1
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user << "You attach the device to the cable."
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for(var/mob/M in viewers(user))
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if(M == user) continue
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M << "[user] attaches the power sink to the cable."
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return
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else
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user << "Device must be placed over an exposed cable to attach to it."
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return
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else
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if (mode == 2)
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processing_objects.Remove(src) // Now the power sink actually stops draining the station's power if you unhook it. --NeoFite
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anchored = 0
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mode = 0
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user << "You detach the device from the cable."
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for(var/mob/M in viewers(user))
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if(M == user) continue
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M << "[user] detaches the power sink from the cable."
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sd_SetLuminosity(0)
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icon_state = "powersink0"
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return
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else
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..()
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attack_paw()
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return
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attack_ai()
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return
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attack_hand(var/mob/user)
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switch(mode)
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if(0)
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..()
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if(1)
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user << "You activate the device!"
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for(var/mob/M in viewers(user))
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if(M == user) continue
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M << "[user] activates the power sink!"
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mode = 2
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icon_state = "powersink1"
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processing_objects.Add(src)
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if(2) //This switch option wasn't originally included. It exists now. --NeoFite
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user << "You deactivate the device!"
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for(var/mob/M in viewers(user))
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if(M == user) continue
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M << "[user] deactivates the power sink!"
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mode = 1
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sd_SetLuminosity(0)
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icon_state = "powersink0"
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processing_objects.Remove(src)
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process()
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if(attached)
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var/datum/powernet/PN = attached.get_powernet()
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if(PN)
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if(!luminosity)
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sd_SetLuminosity(12)
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// found a powernet, so drain up to max power from it
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var/drained = min ( drain_rate, PN.avail )
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PN.newload += drained
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power_drained += drained
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// if tried to drain more than available on powernet
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// now look for APCs and drain their cells
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if(drained < drain_rate)
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for(var/obj/machinery/power/terminal/T in PN.nodes)
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if(istype(T.master, /obj/machinery/power/apc))
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var/obj/machinery/power/apc/A = T.master
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if(A.operating && A.cell)
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A.cell.charge = max(0, A.cell.charge - 50)
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power_drained += 50
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if(power_drained > max_power * 0.95)
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playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
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if(power_drained >= max_power)
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processing_objects.Remove(src)
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explosion(src.loc, 3,6,9,12)
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del(src)
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