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This commit first and foremost ports the -tg- atom pooling system, and removes the old experimental system entirely. Secondly, this PR modifies the qdel system to use a -tg- lookalike "destroy hint" system, which means that individual objects can tell qdel what to do with them beyond taking care of things they need to delete. This ties into the atom pooling system via a new hint define, QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of deleting it as per standard. Emitter beams are now fully pooled. Qdel now has semi-compatibility with all datum types, however it is not the same as -tg-'s "Queue everything!" system. It simply passes it through the GC immediately and adds it to the "hard del" lists. This means that reagents can be qdel'ed, but there is no purpose as of yet, as it is more or less the same as just deleting them, with the added effect of adding logs of them being deleted to the garbage collector.
339 lines
9.8 KiB
Plaintext
339 lines
9.8 KiB
Plaintext
/obj/machinery/power/am_control_unit
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name = "antimatter control unit"
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desc = "This device injects antimatter into connected shielding units, the more antimatter injected the more power produced. Wrench the device to set it up."
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icon = 'icons/obj/machines/antimatter.dmi'
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icon_state = "control"
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anchored = 1
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density = 1
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use_power = 1
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idle_power_usage = 100
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active_power_usage = 1000
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var/list/obj/machinery/am_shielding/linked_shielding
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var/list/obj/machinery/am_shielding/linked_cores
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var/obj/item/weapon/am_containment/fueljar
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var/update_shield_icons = 0
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var/stability = 100
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var/exploding = 0
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var/active = 0//On or not
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var/fuel_injection = 2//How much fuel to inject
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var/shield_icon_delay = 0//delays resetting for a short time
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var/reported_core_efficiency = 0
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var/power_cycle = 0
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var/power_cycle_delay = 4//How many ticks till produce_power is called
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var/stored_core_stability = 0
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var/stored_core_stability_delay = 0
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var/stored_power = 0//Power to deploy per tick
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/obj/machinery/power/am_control_unit/New()
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..()
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linked_shielding = list()
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linked_cores = list()
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/obj/machinery/power/am_control_unit/Destroy()//Perhaps damage and run stability checks rather than just del on the others
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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del(AMS)
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return ..()
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/obj/machinery/power/am_control_unit/process()
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if(exploding)
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explosion(get_turf(src),8,12,18,12)
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if(src) del(src)
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if(update_shield_icons && !shield_icon_delay)
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check_shield_icons()
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update_shield_icons = 0
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if(stat & (NOPOWER|BROKEN) || !active)//can update the icons even without power
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return
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if(!fueljar)//No fuel but we are on, shutdown
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toggle_power()
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//Angry buzz or such here
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return
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add_avail(stored_power)
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power_cycle++
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if(power_cycle >= power_cycle_delay)
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produce_power()
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power_cycle = 0
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return
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/obj/machinery/power/am_control_unit/proc/produce_power()
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playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
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var/core_power = reported_core_efficiency//Effectively how much fuel we can safely deal with
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if(core_power <= 0) return 0//Something is wrong
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var/core_damage = 0
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var/fuel = fueljar.usefuel(fuel_injection)
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stored_power = (fuel/core_power)*fuel*200000
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//Now check if the cores could deal with it safely, this is done after so you can overload for more power if needed, still a bad idea
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if(fuel > (2*core_power))//More fuel has been put in than the current cores can deal with
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if(prob(50))core_damage = 1//Small chance of damage
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if((fuel-core_power) > 5) core_damage = 5//Now its really starting to overload the cores
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if((fuel-core_power) > 10) core_damage = 20//Welp now you did it, they wont stand much of this
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if(core_damage == 0) return
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for(var/obj/machinery/am_shielding/AMS in linked_cores)
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AMS.stability -= core_damage
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AMS.check_stability(1)
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playsound(src.loc, 'sound/effects/bang.ogg', 50, 1)
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return
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/obj/machinery/power/am_control_unit/emp_act(severity)
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switch(severity)
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if(1)
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if(active) toggle_power()
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stability -= rand(15,30)
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if(2)
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if(active) toggle_power()
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stability -= rand(10,20)
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..()
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return 0
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/obj/machinery/power/am_control_unit/blob_act()
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stability -= 20
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if(prob(100-stability))//Might infect the rest of the machine
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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AMS.blob_act()
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spawn(0)
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//Likely explode
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del(src)
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return
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check_stability()
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return
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/obj/machinery/power/am_control_unit/ex_act(severity)
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switch(severity)
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if(1.0)
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stability -= 60
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if(2.0)
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stability -= 40
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if(3.0)
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stability -= 20
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check_stability()
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return
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/obj/machinery/power/am_control_unit/bullet_act(var/obj/item/projectile/Proj)
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if(Proj.flag != "bullet")
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stability -= Proj.force
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return 0
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/obj/machinery/power/am_control_unit/power_change()
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..()
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if(stat & NOPOWER && active)
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toggle_power()
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return
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/obj/machinery/power/am_control_unit/update_icon()
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if(active) icon_state = "control_on"
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else icon_state = "control"
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//No other icons for it atm
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/obj/machinery/power/am_control_unit/attackby(obj/item/W, mob/user, params)
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if(!istype(W) || !user) return
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if(istype(W, /obj/item/weapon/wrench))
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if(!anchored)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] secures the [src.name] to the floor.", \
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"You secure the anchor bolts to the floor.", \
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"You hear a ratchet")
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src.anchored = 1
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connect_to_network()
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else if(!linked_shielding.len > 0)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] unsecures the [src.name].", \
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"You remove the anchor bolts.", \
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"You hear a ratchet")
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src.anchored = 0
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disconnect_from_network()
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else
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user << "\red Once bolted and linked to a shielding unit it the [src.name] is unable to be moved!"
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return
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if(istype(W, /obj/item/weapon/am_containment))
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if(fueljar)
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user << "\red There is already a [fueljar] inside!"
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return
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fueljar = W
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W.loc = src
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if(user.client)
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user.client.screen -= W
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user.unEquip(W)
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user.update_icons()
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user.visible_message("[user.name] loads an [W.name] into the [src.name].", \
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"You load an [W.name].", \
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"You hear a thunk.")
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return
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if(W.force >= 20)
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stability -= W.force/2
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check_stability()
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..()
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return
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/obj/machinery/power/am_control_unit/attack_hand(mob/user as mob)
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if(anchored)
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interact(user)
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return
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/obj/machinery/power/am_control_unit/proc/add_shielding(var/obj/machinery/am_shielding/AMS, var/AMS_linking = 0)
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if(!istype(AMS)) return 0
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if(!anchored) return 0
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if(!AMS_linking && !AMS.link_control(src)) return 0
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linked_shielding.Add(AMS)
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update_shield_icons = 1
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return 1
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/obj/machinery/power/am_control_unit/proc/remove_shielding(var/obj/machinery/am_shielding/AMS)
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if(!istype(AMS)) return 0
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linked_shielding.Remove(AMS)
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update_shield_icons = 2
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if(active) toggle_power()
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return 1
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/obj/machinery/power/am_control_unit/proc/check_stability()//TODO: make it break when low also might want to add a way to fix it like a part or such that can be replaced
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if(stability <= 0)
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del(src)
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return
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/obj/machinery/power/am_control_unit/proc/toggle_power()
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active = !active
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if(active)
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use_power = 2
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visible_message("The [src.name] starts up.")
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else
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use_power = 1
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visible_message("The [src.name] shuts down.")
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update_icon()
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return
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/obj/machinery/power/am_control_unit/proc/check_shield_icons()//Forces icon_update for all shields
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if(shield_icon_delay) return
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shield_icon_delay = 1
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if(update_shield_icons == 2)//2 means to clear everything and rebuild
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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if(AMS.processing) AMS.shutdown_core()
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AMS.control_unit = null
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spawn(10)
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AMS.controllerscan()
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linked_shielding = list()
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else
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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AMS.update_icon()
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spawn(20)
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shield_icon_delay = 0
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return
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/obj/machinery/power/am_control_unit/proc/check_core_stability()
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if(stored_core_stability_delay || linked_cores.len <= 0) return
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stored_core_stability_delay = 1
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stored_core_stability = 0
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for(var/obj/machinery/am_shielding/AMS in linked_cores)
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stored_core_stability += AMS.stability
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stored_core_stability/=linked_cores.len
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spawn(40)
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stored_core_stability_delay = 0
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return
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/obj/machinery/power/am_control_unit/interact(mob/user)
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if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
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if(!istype(user, /mob/living/silicon/ai))
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user.unset_machine()
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user << browse(null, "window=AMcontrol")
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return
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user.set_machine(src)
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var/dat = ""
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dat += "AntiMatter Control Panel<BR>"
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dat += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
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dat += "<A href='?src=\ref[src];refresh=1'>Refresh</A><BR>"
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dat += "<A href='?src=\ref[src];refreshicons=1'>Force Shielding Update</A><BR><BR>"
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dat += "Status: [(active?"Injecting":"Standby")] <BR>"
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dat += "<A href='?src=\ref[src];togglestatus=1'>Toggle Status</A><BR>"
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dat += "Stability: [stability]%<BR>"
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dat += "Reactor parts: [linked_shielding.len]<BR>"//TODO: perhaps add some sort of stability check
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dat += "Cores: [linked_cores.len]<BR><BR>"
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dat += "-Current Efficiency: [reported_core_efficiency]<BR>"
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dat += "-Average Stability: [stored_core_stability] <A href='?src=\ref[src];refreshstability=1'>(update)</A><BR>"
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dat += "Last Produced: [stored_power]<BR>"
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dat += "Fuel: "
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if(!fueljar)
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dat += "<BR>No fuel receptacle detected."
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else
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dat += "<A href='?src=\ref[src];ejectjar=1'>Eject</A><BR>"
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dat += "- [fueljar.fuel]/[fueljar.fuel_max] Units<BR>"
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dat += "- Injecting: [fuel_injection] units<BR>"
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dat += "- <A href='?src=\ref[src];strengthdown=1'>--</A>|<A href='?src=\ref[src];strengthup=1'>++</A><BR><BR>"
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user << browse(dat, "window=AMcontrol;size=420x500")
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onclose(user, "AMcontrol")
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return
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/obj/machinery/power/am_control_unit/Topic(href, href_list)
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..()
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//Ignore input if we are broken or guy is not touching us, AI can control from a ways away
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if(stat & (BROKEN|NOPOWER) || (get_dist(src, usr) > 1 && !istype(usr, /mob/living/silicon/ai)))
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usr.unset_machine()
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usr << browse(null, "window=AMcontrol")
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return
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if(href_list["close"])
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usr << browse(null, "window=AMcontrol")
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usr.unset_machine()
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return
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if(href_list["togglestatus"])
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toggle_power()
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if(href_list["refreshicons"])
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update_shield_icons = 1
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if(href_list["ejectjar"])
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if(fueljar)
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fueljar.loc = src.loc
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fueljar = null
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//fueljar.control_unit = null currently it does not care where it is
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//update_icon() when we have the icon for it
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if(href_list["strengthup"])
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fuel_injection++
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if(href_list["strengthdown"])
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fuel_injection--
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if(fuel_injection < 0) fuel_injection = 0
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if(href_list["refreshstability"])
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check_core_stability()
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updateDialog()
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return |