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Paradise/code/game/objects/items/devices/powersink.dm
johnsonmt88@gmail.com d36387607f More file structure stuff.
- The folders themselves are now finished
- Next I'll go through each file and organize them
- Lastly I'll start pulling the object definitions out of /code/defines/ and put them into their respective files.

**Note to committers**
Make sure the .dme file updates when you update to this revision. If necessary delete the .dme and svn-update.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4546 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 01:20:02 +00:00

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// Powersink - used to drain station power
/obj/item/device/powersink
desc = "A nulling power sink which drains energy from electrical systems."
name = "power sink"
icon_state = "powersink0"
item_state = "electronic"
w_class = 4.0
flags = FPRINT | TABLEPASS | CONDUCT
throwforce = 5
throw_speed = 1
throw_range = 2
m_amt = 750
w_amt = 750
origin_tech = "powerstorage=3;syndicate=5"
var/drain_rate = 600000 // amount of power to drain per tick
var/power_drained = 0 // has drained this much power
var/max_power = 1e8 // maximum power that can be drained before exploding
var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
var/obj/structure/cable/attached // the attached cable
attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/weapon/screwdriver))
if(mode == 0)
var/turf/T = loc
if(isturf(T) && !T.intact)
attached = locate() in T
if(!attached)
user << "No exposed cable here to attach to."
return
else
anchored = 1
mode = 1
user << "You attach the device to the cable."
for(var/mob/M in viewers(user))
if(M == user) continue
M << "[user] attaches the power sink to the cable."
return
else
user << "Device must be placed over an exposed cable to attach to it."
return
else
if (mode == 2)
processing_objects.Remove(src) // Now the power sink actually stops draining the station's power if you unhook it. --NeoFite
anchored = 0
mode = 0
user << "You detach the device from the cable."
for(var/mob/M in viewers(user))
if(M == user) continue
M << "[user] detaches the power sink from the cable."
SetLuminosity(0)
icon_state = "powersink0"
return
else
..()
attack_paw()
return
attack_ai()
return
attack_hand(var/mob/user)
switch(mode)
if(0)
..()
if(1)
user << "You activate the device!"
for(var/mob/M in viewers(user))
if(M == user) continue
M << "[user] activates the power sink!"
mode = 2
icon_state = "powersink1"
processing_objects.Add(src)
if(2) //This switch option wasn't originally included. It exists now. --NeoFite
user << "You deactivate the device!"
for(var/mob/M in viewers(user))
if(M == user) continue
M << "[user] deactivates the power sink!"
mode = 1
SetLuminosity(0)
icon_state = "powersink0"
processing_objects.Remove(src)
process()
if(attached)
var/datum/powernet/PN = attached.get_powernet()
if(PN)
SetLuminosity(12)
// found a powernet, so drain up to max power from it
var/drained = min ( drain_rate, PN.avail )
PN.newload += drained
power_drained += drained
// if tried to drain more than available on powernet
// now look for APCs and drain their cells
if(drained < drain_rate)
for(var/obj/machinery/power/terminal/T in PN.nodes)
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = T.master
if(A.operating && A.cell)
A.cell.charge = max(0, A.cell.charge - 50)
power_drained += 50
if(power_drained > max_power * 0.95)
playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
if(power_drained >= max_power)
processing_objects.Remove(src)
explosion(src.loc, 3,6,9,12)
del(src)