mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-09 00:43:07 +00:00
PARTIAL IMPLEMENTATION - Charged SMES deconstruction & SMES code cleanup
- Cleanup of SMES attackby() code - Buildable SMESs now have option to override safety circuit by using multitool while the hatch is open. - Disabling safeties lets you disassemble SMES even if it's charged above 1%. - If charge is above 5% stored energy may discharge violently. This is percentage based (more energy = higher chance of this occuring + more severe consequences) - Larger discharges affect whole powernet, burning out some lights and even completely destroying APCs! - Substation PSUs act as surge protection. Thus, if set up properly damage is limited to few areas which are directly on the main grid (= maintenance mostly) - STILL NEEDS TESTING. Pushing so other people can review the code and give further suggestions. And because i need to access it on second computer.
This commit is contained in:
@@ -1401,12 +1401,15 @@
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if (ticker.mode.config_tag == "malfunction")
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if (src.z == 1) //if (is_type_in_list(get_area(src), the_station_areas))
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ticker.mode:apcs--
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stat |= BROKEN
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operating = 0
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/*if(occupant)
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malfvacate(1)*/
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update_icon()
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update()
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// Aesthetically much better!
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src.visible_message("<span class='notice'>[src]'s screen flickers with warnings briefly!</span>")
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spawn(rand(2,5))
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src.visible_message("<span class='notice'>[src]'s screen suddenly explodes in rain of sparks and small debris!</span>")
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stat |= BROKEN
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operating = 0
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update_icon()
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update()
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// overload all the lights in this APC area
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@@ -206,50 +206,57 @@
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if(!open_hatch)
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open_hatch = 1
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user << "<span class='notice'>You open the maintenance hatch of [src].</span>"
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return 0
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else
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open_hatch = 0
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user << "<span class='notice'>You close the maintenance hatch of [src].</span>"
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if (open_hatch)
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if(istype(W, /obj/item/stack/cable_coil) && !terminal && !building_terminal)
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building_terminal = 1
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var/obj/item/stack/cable_coil/CC = W
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if (CC.amount < 10)
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user << "<span class='warning'>You need more cables.</span>"
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building_terminal = 0
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return
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if (make_terminal(user))
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building_terminal = 0
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return
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building_terminal = 0
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CC.use(10)
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user.visible_message(\
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"<span class='notice'>[user.name] has added cables to the [src].</span>",\
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"<span class='notice'>You added cables to the [src].</span>")
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terminal.connect_to_network()
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stat = 0
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return 0
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else if(istype(W, /obj/item/weapon/wirecutters) && terminal && !building_terminal)
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building_terminal = 1
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var/turf/tempTDir = terminal.loc
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if (istype(tempTDir))
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if(tempTDir.intact)
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user << "<span class='warning'>You must remove the floor plating first.</span>"
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else
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user << "<span class='notice'>You begin to cut the cables...</span>"
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playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
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if(do_after(user, 50))
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if (prob(50) && electrocute_mob(usr, terminal.powernet, terminal))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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building_terminal = 0
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return
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new /obj/item/stack/cable_coil(loc,10)
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user.visible_message(\
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"<span class='notice'>[user.name] cut the cables and dismantled the power terminal.</span>",\
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"<span class='notice'>You cut the cables and dismantle the power terminal.</span>")
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del(terminal)
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if (!open_hatch)
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user << "<span class='warning'>You need to open access hatch on [src] first!</spann>"
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return 0
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if(istype(W, /obj/item/stack/cable_coil) && !terminal && !building_terminal)
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building_terminal = 1
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var/obj/item/stack/cable_coil/CC = W
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if (CC.amount < 10)
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user << "<span class='warning'>You need more cables.</span>"
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building_terminal = 0
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return 0
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if (make_terminal(user))
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building_terminal = 0
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return 0
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building_terminal = 0
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CC.use(10)
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user.visible_message(\
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"<span class='notice'>[user.name] has added cables to the [src].</span>",\
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"<span class='notice'>You added cables to the [src].</span>")
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terminal.connect_to_network()
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stat = 0
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else if(istype(W, /obj/item/weapon/wirecutters) && terminal && !building_terminal)
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building_terminal = 1
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var/turf/tempTDir = terminal.loc
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if (istype(tempTDir))
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if(tempTDir.intact)
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user << "<span class='warning'>You must remove the floor plating first.</span>"
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else
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user << "<span class='notice'>You begin to cut the cables...</span>"
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playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
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if(do_after(user, 50))
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if (prob(50) && electrocute_mob(usr, terminal.powernet, terminal))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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building_terminal = 0
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return 0
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new /obj/item/stack/cable_coil(loc,10)
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user.visible_message(\
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"<span class='notice'>[user.name] cut the cables and dismantled the power terminal.</span>",\
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"<span class='notice'>You cut the cables and dismantle the power terminal.</span>")
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del(terminal)
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building_terminal = 0
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return 1
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/obj/machinery/power/smes/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
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@@ -27,8 +27,10 @@
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// SMES itself
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/obj/machinery/power/smes/buildable
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var/max_coils = 6 //30M capacity, 1.5MW input/output when fully upgraded /w default coils
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var/cur_coils = 1 // Current amount of installed coils
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var/max_coils = 6 //30M capacity, 1.5MW input/output when fully upgraded /w default coils
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var/cur_coils = 1 // Current amount of installed coils
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var/safeties_enabled = 1 // If 0 modifications can be done without discharging the SMES, at risk of critical failure.
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var/failing = 0 // If 1 critical failure has occured and SMES explosion is imminent.
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/obj/machinery/power/smes/buildable/New()
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component_parts = list()
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@@ -56,35 +58,184 @@
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else
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return 0
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/obj/machinery/power/smes/buildable/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
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..()
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if(open_hatch)
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if(istype(W, /obj/item/weapon/crowbar))
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if (charge < (capacity / 100))
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if (!online && !chargemode)
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if (!terminal)
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playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
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usr << "\red You begin to disassemble the SMES cell!"
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if (do_after(usr, 100 * cur_coils)) // More coils = takes longer to disassemble. It's complex so largest one with 5 coils will take 50s
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usr << "\red You have disassembled the SMES cell!"
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var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
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M.state = 2
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M.icon_state = "box_1"
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for(var/obj/I in component_parts)
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if(I.reliability != 100 && crit_fail)
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I.crit_fail = 1
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I.loc = src.loc
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del(src)
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return 1
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else
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user << "<span class='warning'>You have to disassemble the terminal first!</span>"
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else
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user << "<span class='warning'>Turn off the [src] before dismantling it.</span>"
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else
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user << "<span class='warning'>Better let [src] discharge before dismantling it.</span>"
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// SMESs store very large amount of power. If someone screws up (ie: Disables safeties and attempts to modify the SMES) very bad things happen.
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// Bad things are based on charge percentage.
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// Possible effects:
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// Sparks - Lets out few sparks, mostly fire hazard if phoron present. Otherwise purely aesthetic.
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// Shock - Depending on intensity harms the user. Insultated Gloves protect against weaker shocks, but strong shock bypasses them.
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// EMP Pulse - Lets out EMP pulse discharge which screws up nearby electronics.
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// Light Overload - X% chance to overload each lighting circuit in connected powernet. APC based.
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// APC Failure - X% chance to destroy APC causing very weak explosion too. Won't cause hull breach or serious harm.
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// SMES Explosion - X% chance to destroy the SMES, in moderate explosion. May cause small hull breach.
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/obj/machinery/power/smes/buildable/proc/total_system_failure(var/intensity = 0, var/mob/user as mob)
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if (!intensity)
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return
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else if(istype(W, /obj/item/weapon/smes_coil) && !(istype(src, /obj/machinery/power/smes/batteryrack)))
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var/mob/living/carbon/human/h_user = null
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if (!istype(user, /mob/living/carbon/human))
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return
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else
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h_user = user
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// Preparations
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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// Check if user has protected gloves.
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var/user_protected = 0
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if(h_user.gloves)
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var/obj/item/clothing/gloves/G = h_user.gloves
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if(G.siemens_coefficient == 0)
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user_protected = 1
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switch (intensity)
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if (0 to 15)
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// Small overcharge
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// Sparks, Weak shock
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s.set_up(2, 1, src)
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s.start()
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if (user_protected && prob(80))
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h_user << "Small electrical arc almost burns your hand. Luckily you had your gloves on!"
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else
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h_user << "Small electrical arc sparks and burns your hand as you touch the [src]!"
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h_user.adjustFireLoss(rand(5,10))
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h_user.Paralyse(2)
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charge = 0
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if (16 to 35)
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// Medium overcharge
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// Sparks, Medium shock, Weak EMP
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s.set_up(4,1,src)
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s.start()
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if (user_protected && prob(25))
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h_user << "Medium electrical arc sparks and almost burns your hand. Luckily you had your gloves on!"
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else
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h_user << "Medium electrical sparks as you touch the [src], severely burning your hand!"
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h_user.adjustFireLoss(rand(10,25))
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h_user.Paralyse(5)
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empulse(src.loc, 2, 4)
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charge = 0
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if (36 to 60)
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// Strong overcharge
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// Sparks, Strong shock, Strong EMP, 10% light overload. 1% APC failure
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s.set_up(7,1,src)
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s.start()
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if (user_protected)
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h_user << "Strong electrical arc sparks between you and [src], ignoring your gloves and burning your hand!"
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h_user.adjustFireLoss(rand(25,60))
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h_user.Paralyse(8)
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else
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h_user << "Strong electrical arc sparks between you and [src], knocking you out for a while!"
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h_user.adjustFireLoss(rand(35,75))
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h_user.Paralyse(12)
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empulse(src.loc, 8, 16)
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charge = 0
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apcs_overload(1, 10)
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src.visible_message("\icon[src] <b>[src]</b> beeps: \"Caution. Output regulators malfunction. Uncontrolled discharge detected.\"")
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if (61 to INFINITY)
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// Massive overcharge
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// Sparks, Near - instantkill shock, Strong EMP, 25% light overload, 5% APC failure. 50% of SMES explosion. This is bad.
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s.set_up(10,1,src)
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s.start()
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h_user << "Massive electrical arc sparks between you and [src]. Last thing you can think about is \"Oh shit...\""
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// Remember, we have few gigajoules of electricity here.. Turn them into crispy toast.
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h_user.adjustFireLoss(rand(150,195))
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h_user.Paralyse(25)
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empulse(src.loc, 32, 64)
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charge = 0
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apcs_overload(5, 25)
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src.visible_message("\icon[src] <b>[src]</b> beeps: \"Caution. Output regulators malfunction. Significant uncontrolled discharge detected.\"")
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if (prob(50))
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src.visible_message("\icon[src] <b>[src]</b> beeps: \"DANGER! Magnetic containment field unstable! Containment field failure imminent!\"")
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failing = 1
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// 30 - 60 seconds and then BAM!
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spawn(rand(300,600))
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src.visible_message("\icon[src] <b>[src]</b> beeps: \"DANGER! Magnetic containment field failure in 3 ... 2 ... 1 ...\"")
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explosion(src.loc,1,2,4,8)
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// Not sure if this is necessary, but just in case the SMES *somehow* survived..
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del(src)
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// Gets powernet APCs and overloads lights or breaks the APC completely, depending on percentages.
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/obj/machinery/power/smes/buildable/proc/apcs_overload(var/failure_chance, var/overload_chance)
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if (!src.powernet)
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return
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for(var/obj/machinery/power/terminal/T in src.powernet.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 (prob(overload_chance))
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A.overload_lighting()
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else if (prob(failure_chance))
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A.set_broken()
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// Failing SMES has special icon overlay.
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/obj/machinery/power/smes/buildable/updateicon()
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if (failing)
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overlays.Cut()
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overlays += image('icons/obj/power.dmi', "smes-crit")
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else
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..()
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/obj/machinery/power/smes/buildable/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
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// If parent returned 1:
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// - Hatch is open, so we can modify the SMES
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// - No action was taken in parent function (terminal de/construction atm).
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if (..())
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// Charged above 1% and safeties are enabled.
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if((charge > (capacity/100)) && safeties_enabled && (!istype(W, /obj/item/device/multitool)))
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user << "<span class='warning'>Safety circuit of [src] is preventing modifications while it's charged!</span>"
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return
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if (online || chargemode)
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user << "<span class='warning'>Turn off the [src] first!</span>"
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return
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// Probability of failure if safety circuit is disabled (in %)
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var/failure_probability = round((charge / capacity) * 100)
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// If failure probability is below 5% it's usually safe to do modifications
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if (failure_probability < 5)
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failure_probability = 0
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// Crowbar - Disassemble the SMES.
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if(istype(W, /obj/item/weapon/crowbar))
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if (terminal)
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user << "<span class='warning'>You have to disassemble the terminal first!</span>"
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return
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playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
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user << "<span class='warning'>You begin to disassemble the [src]!</span>"
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if (do_after(usr, 100 * cur_coils)) // More coils = takes longer to disassemble. It's complex so largest one with 5 coils will take 50s
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if (failure_probability && prob(failure_probability))
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total_system_failure(failure_probability, user)
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return
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usr << "\red You have disassembled the SMES cell!"
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var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
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M.state = 2
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M.icon_state = "box_1"
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for(var/obj/I in component_parts)
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if(I.reliability != 100 && crit_fail)
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I.crit_fail = 1
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I.loc = src.loc
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del(src)
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return
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// Superconducting Magnetic Coil - Upgrade the SMES
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else if(istype(W, /obj/item/weapon/smes_coil))
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if (cur_coils < max_coils)
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if (failure_probability && prob(failure_probability))
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total_system_failure(failure_probability, user)
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return
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usr << "You install the coil into the SMES unit!"
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user.drop_item()
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cur_coils ++
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@@ -93,5 +244,9 @@
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recalc_coils()
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else
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usr << "\red You can't insert more coils to this SMES unit!"
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else
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user << "<span class='warning'>You need to open access hatch on [src] first!</spawn>"
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// Multitool - Toggle the safeties.
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else if(istype(W, /obj/item/device/multitool))
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safeties_enabled = !safeties_enabled
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user << "<span class='warning'>You [safeties_enabled ? "connected" : "disconnected"] the safety circuit.</span>"
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src.visible_message("\icon[src] <b>[src]</b> beeps: \"Caution. Safety circuit has been: [safeties_enabled ? "re-enabled" : "disabled. Please excercise caution."]\"")
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Block a user