Files
Polaris/code/modules/power/power.dm
Neerti f98e9bf96c Updates AI branch to Master (#5591)
* Fixes 6 pAI faces

PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing.

* Fixes the PDA Halogen Scanner's tendency to be number one.

* Unfolded pAIs can be picked up

Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options.

* Adds the Gigaphone, a suped-up Megaphone.

* Constant Chip has a sprite

* Fireaxe cabinets find their fireaxes in initialize(), rather than new()

* Speeds up alcohol

* fixed mining cloak not being in loadouts

* Admin Supermatter Setup now closes the monitoring room shutters (#5442)

* Admin Supermatter Setup now closes the monitoring room shutters

* Fixes a copy-paste error

* Begins work on lightning.

* Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448)

* Map fix

* fixed deadspy.dmm

* Added Squid plushies of varying colours

I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm
and obj/toy.dmi

* Added hat functionality to Squid plushies

I added the ability to wear my Squid plushies as hats. They're damn good hats.

* Replaces Skrell namegen (#5453)

Created a first name list for Skrell, to replace the syllable assembler.

Created a surname list for Skrell to replace the syllable assembler.

Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler.

* Mechoid makes mistakes. Fix telepathic gigaphones.

* Lets people be colorblind

Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players.

* Whoops, worded that wrong

* Adds beams to the Type var list for View Variables.

* Unfuck my Master

* Adds beams to the Type var selection in View Variables.

* Finishes thunderstorms.

* Adds logging.

* APC Sprite Change

- Port from Virgo recolored slightly to match closer to the old sprite
- Addition of directional sprites for the APCs

* Refactors supply controller.
Supply consoles now run nanoUI

* Missing '

* [Excitedly updates changelog]

* btw i use arc

* Removes supermatters from cave PoIs.

* Holomap Port

- Port of Holomaps from Virgo

* Changing species (via ling or admin button) should no longer ruin your HUD

* Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format

* Removes empty file, gives the QM a control console again (Was replaced with an ordering console)

* Hopefully fixes some tool-conversion things

* Makes the Northern Star still compile

* Keeps NS up to date

* Taj and Unathi should have explorer mask sprites now

* Corgi rune now summons the corgi in a flash of harmless lightning

* Forces mech construction to work with the is_tool() procs

* Various things and floors no longer associate with dirt

* MultiZ falling tweaks

* Fixes the clusterbang grenade

* Added new hairstyles

* Added new hairstyles

* Fixes spelling of Strike in Lightning Strike admin verb

* I don't know how we keep breaking falling

* Hallucinations now use the old system again, but with the more modern components.

* Ambience Refactor (#5476)

* Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg

* Apparently that file is still used, not worth the salt to remove it.

* Changelog

* The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown

* Corrects noted issues

* Add some missing sprites for xenoarch excavation.

* Become thwarted, thot.

* Fixes the Ultra AC2's burstfire bug.

* The Major Bill's shuttle is actually contagious now.

* penguins are from earth

capitalize this, anewbe, i dare you

* Mechoid's a butt

* Adds new job/department specific teshari clothing to the loadout (#5481)

* adding the new department specific teshari outfits

* Slightly cleans up hooded suit code (#5471)

* FBPs can have brute damage repaired externally again

* Windoors fix

* Cleans up some largecrate code

* Weather refactor.

* NanoUI makes me sad.

* Drinking more booze gets you drunk faster

* Ports the supermatter grenade, supporting code

* May or may not make movement seem smoother

* Fixes the Sleepy Ring

* Partially ports the GLOB system

* Fixes the bug(s) that allow meat bodies to have metal brains

* ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here

* Optimizes supply UI

* Transfer shuttle grammar fixes

* Fixes borked E and W fish sprites

* Fixes incorrect ETA in crew transfer announcement

* Ports descriptors from Bay

* Add files via upload

* Removes Noble Defines

* Mech Mini 'Revamp'. Will need playtesting. (#5480)

* Exosuits are now capable of holding more equipment, of specific types.

* Tweaks regarding feedback in staffside thread, other concerns.

* Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss

* Weapons only fit in universal combat slots.

* Adds smart magazine, magazine functionality

* Adds a new subset of grenades that shoot projectiles

* Low alpha now makes HUDs and tooltips not show up on you

* Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515)

* Update smartfridge.dm

* actually indicates which line solves the bug

* Adds a whole bunch of Exosuit weapons and other miscellaneous parts.

* Minifrags now use the small fragments mainly as they should.

* Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird.

* Touch stuff in reference to responses.

* NanoUI now processes again

* Initial Work: Manifest, Newsfeed

* Adds newscast viewing, manifest

* Cartridge devices

* Template progress

* Med records, Sec records, Emp records

* Cartridge work part 1

* Cartridge work: part 2

 * Power monitoring console
 * Cartridges have persistent, internal data
 * Code to load element-specific data upon request, instead of serving all relevant data at once
 * Janitorial Supply Locator

* Refactor crew manifest to a separate file

* GPS cartridge

* Reorganize GPS to proper organization, important comments

* Supply cartridge

* Status display access

* Merc blast door controller

* Appeases travis (Round 1)

* Appeases travis (Round 2)

* Headset sprites are now on the default ear, which is left

* Cleave changes, attack code cleanup

* Catching is no longer guaranteed, accuracy code is more general

* Adds a Neural implant for future implementation. Promethean brains have been updated to fit it.

* changelog

* Robots can attack things again

* Might help with air subsystem lag

* Ports the spinny throwing animation from Bay

* Cult heal modifier no longer does Shit-Tons of agony. Does mediocre agony on non-cultists.

* Defines.

* Headset sprite tweaks

* Shield Drone no longer auto-fails with Energy Relays.

* I'm an idiot.

* PoIs can be rotated in increments of 90 degrees

* Might fix the server startup error_handler runtime

* Cult Girders are back to being proper.

* Submaps can now be rotated to any cardinal direction (South is default)

* Should fix another runtime with tools

* Buffs the Vox

* Removes debug code (Yes, I'm an idiot)

* Ready for merge

* Fixes some bugs tangentially related to Vox code

* Ports /vg/ instrument frame work, adds client based sound pref

Also shifts sound files which is 98% of the bulk here.

* Helmets now show only certain hairstyles

* fixes the trailing tag, I think

* Scrubbers no longer automatically scrub phoron (#5512)

* adds manual changelog

* Adds new set of cyborg sprites for medical/science/default/security/combat (#5546)

* Refactor cargo trains, they're just normal trains now. Adds the Quad, and re-enables/fixes the Space Bike!

* communicator_header.tmpl now correctly includes Body

* Adds tails to Unathi rig suit sprites (#5551)

* supplycom/control drops the correct circuit

* Emags have an effect on cargo consoles

* The cybersuit is now a space suit.

* Map Bugfixes

-	Fix for mislabeled c_tag cameras, first deck
-	Fix for mislabeled c_tag cameras, second deck
-	Fix for poi crashed containment shuttle mapping issues (terrain generation)
-	Fixed wrong floor type on skipjack
-	Fix for scrubbers pipe, central substation
-	Fix for air supply pipe, chapel
-	Fixed scrubber pipe, Engineering Drone Fab
-	Fix for air supply pipe, Prison Wing
-	Removed redundant supply and scrubber pipe, Security Auxiliary Dock
-	Fix, Fore Aux Dock airlock pipe.
-	Fix air supply pipe, library
-	Fix, scrubber pipe, coffee shop
-	Pipe fix, Medical maint
-	Fix, supply pipe medical secondary storage
-	Removal, redundant supply pipe, cargo maint
-	Fix, virology scrubbers pipes
-	Fix Xenobio and Xenoflora missing atmos connection to the main outpost
-	Fix, missing atmos connections between Main outpost telecoms and main outpost atmos
-	Fix for missing power wires, HoS Office, Warden Office, Heads of Staff Meeting Room
-	New, random mouse spawner
-	New, random mouse spawners added throughout maintenance on the station (maybe too many, maus station 13)
-	New, 30 sheets of lead added to engineering
-	Fix, POIs should now be rad protected and characters won’t be affected by the radiation event

* Fixes Lead Walls (#5562)

A material's ``radiation_resistance`` was never considered for calculating a wall's cached resistance to radiation. This fixes it. There is another issue involving r-walls not being better at stopping radiation than their normal-wall counterparts made of the same material but fixing that involves a lot of number adjusting to avoid the SM engine from getting twice as protective.

* Yet Another Circuit Update (#5549)

* Circuit updates, adds new components, improves printer, new assemblies.

* Finishes powernet circuit.

* Adds wearable assemblies.

* Finialization before merging with GLOB port.

* Finishes circuit update, hopefully.

* Forgot to undo map.

* Removes debug output.

* Readds size traits

* Signal pistol can be reloaded (#5566)

* Makes Blobs more useful.

* Rig and Spacesuit additions

- Added the 'military' Rigsuit from Bay.
- Added 'pmc' rigsuits
- Added exploration and pilot voidsuits along with alternate sprites (alternate sprites done by Naidh)
- Addition of suit cyclers for exploration and pilot voidsuits

None of these suits are currently accessible in game outside of admin bus. Currently only the pilot voidsuits have other species sprites. Exploration suits are missing sprites for Teshari (Naidh made some for their alternates but I have to add them) and the rig suits are human only. This is to be fixed in the near future, just wanted to get the make workload actually in the game first.

* Dermal implant doesn't cover hair

* Fixes a couple of tool related oversight/runtimes

* Fixes hand and leg cuffs

* Update combat.dm

* Boot knives fit in boots

* Adds tails to Unathi rigsuits (again)

* PoI fix

* Fixes some more errors, makes it compile, fixes inability for simplemobs to attack windows.
2018-09-22 17:24:00 -05:00

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//////////////////////////////
// POWER MACHINERY BASE CLASS
//////////////////////////////
/////////////////////////////
// Definitions
/////////////////////////////
/obj/machinery/power
name = null
icon = 'icons/obj/power.dmi'
anchored = 1.0
var/datum/powernet/powernet = null
use_power = 0
idle_power_usage = 0
active_power_usage = 0
/obj/machinery/power/Destroy()
disconnect_from_network()
disconnect_terminal()
return ..()
///////////////////////////////
// General procedures
//////////////////////////////
// common helper procs for all power machines
/obj/machinery/power/drain_power(var/drain_check, var/surge, var/amount = 0)
if(drain_check)
return 1
if(powernet && powernet.avail)
powernet.trigger_warning()
return powernet.draw_power(amount)
/obj/machinery/power/proc/add_avail(var/amount)
if(powernet)
powernet.newavail += amount
/obj/machinery/power/proc/draw_power(var/amount)
if(powernet)
return powernet.draw_power(amount)
return 0
/obj/machinery/power/proc/surplus()
if(powernet)
return powernet.avail-powernet.load
else
return 0
/obj/machinery/power/proc/avail()
if(powernet)
return powernet.avail
else
return 0
/obj/machinery/power/proc/viewload()
if(powernet)
return powernet.viewload
else
return 0
/obj/machinery/power/proc/disconnect_terminal() // machines without a terminal will just return, no harm no fowl.
return
// returns true if the area has power on given channel (or doesn't require power).
// defaults to power_channel
/obj/machinery/proc/powered(var/chan = -1) // defaults to power_channel
if(!src.loc)
return 0
//Don't do this. It allows machines that set use_power to 0 when off (many machines) to
//be turned on again and used after a power failure because they never gain the NOPOWER flag.
//if(!use_power)
// return 1
var/area/A = src.loc.loc // make sure it's in an area
if(!A || !isarea(A))
return 0 // if not, then not powered
if(chan == -1)
chan = power_channel
return A.powered(chan) // return power status of the area
// increment the power usage stats for an area
/obj/machinery/proc/use_power(var/amount, var/chan = -1) // defaults to power_channel
var/area/A = get_area(src) // make sure it's in an area
if(!A || !isarea(A))
return
if(chan == -1)
chan = power_channel
A.use_power(amount, chan)
/obj/machinery/proc/power_change() // called whenever the power settings of the containing area change
// by default, check equipment channel & set flag
// can override if needed
if(powered(power_channel))
stat &= ~NOPOWER
else
stat |= NOPOWER
return
// connect the machine to a powernet if a node cable is present on the turf
/obj/machinery/power/proc/connect_to_network()
var/turf/T = src.loc
if(!T || !istype(T))
return 0
var/obj/structure/cable/C = T.get_cable_node() //check if we have a node cable on the machine turf, the first found is picked
if(!C || !C.powernet)
return 0
C.powernet.add_machine(src)
return 1
// remove and disconnect the machine from its current powernet
/obj/machinery/power/proc/disconnect_from_network()
if(!powernet)
return 0
powernet.remove_machine(src)
return 1
// attach a wire to a power machine - leads from the turf you are standing on
//almost never called, overwritten by all power machines but terminal and generator
/obj/machinery/power/attackby(obj/item/weapon/W, mob/user)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
var/turf/T = user.loc
if(!T.is_plating() || !istype(T, /turf/simulated/floor))
return
if(get_dist(src, user) > 1)
return
coil.turf_place(T, user)
return
else
..()
return
// Power machinery should also connect/disconnect from the network.
/obj/machinery/power/default_unfasten_wrench(var/mob/user, var/obj/item/weapon/W, var/time = 20)
if((. = ..()))
if(anchored)
connect_to_network()
else
disconnect_from_network()
// Used for power spikes by the engine, has specific effects on different machines.
/obj/machinery/power/proc/overload(var/obj/machinery/power/source)
return
// Used by the grid checker upon receiving a power spike.
/obj/machinery/power/proc/do_grid_check()
return
/obj/machinery/power/proc/power_spike()
return
///////////////////////////////////////////
// Powernet handling helpers
//////////////////////////////////////////
//returns all the cables WITHOUT a powernet in neighbors turfs,
//pointing towards the turf the machine is located at
/obj/machinery/power/proc/get_connections()
. = list()
var/cdir
var/turf/T
for(var/card in cardinal)
T = get_step(loc,card)
cdir = get_dir(T,loc)
for(var/obj/structure/cable/C in T)
if(C.powernet) continue
if(C.d1 == cdir || C.d2 == cdir)
. += C
return .
//returns all the cables in neighbors turfs,
//pointing towards the turf the machine is located at
/obj/machinery/power/proc/get_marked_connections()
. = list()
var/cdir
var/turf/T
for(var/card in cardinal)
T = get_step(loc,card)
cdir = get_dir(T,loc)
for(var/obj/structure/cable/C in T)
if(C.d1 == cdir || C.d2 == cdir)
. += C
return .
//returns all the NODES (O-X) cables WITHOUT a powernet in the turf the machine is located at
/obj/machinery/power/proc/get_indirect_connections()
. = list()
for(var/obj/structure/cable/C in loc)
if(C.powernet) continue
if(C.d1 == 0) // the cable is a node cable
. += C
return .
///////////////////////////////////////////
// GLOBAL PROCS for powernets handling
//////////////////////////////////////////
// returns a list of all power-related objects (nodes, cable, junctions) in turf,
// excluding source, that match the direction d
// if unmarked==1, only return those with no powernet
/proc/power_list(var/turf/T, var/source, var/d, var/unmarked=0, var/cable_only = 0)
. = list()
var/reverse = d ? reverse_dir[d] : 0
for(var/AM in T)
if(AM == source) continue //we don't want to return source
if(!cable_only && istype(AM,/obj/machinery/power))
var/obj/machinery/power/P = AM
if(P.powernet == 0) continue // exclude APCs which have powernet=0
if(!unmarked || !P.powernet) //if unmarked=1 we only return things with no powernet
if(d == 0)
. += P
else if(istype(AM,/obj/structure/cable))
var/obj/structure/cable/C = AM
if(!unmarked || !C.powernet)
if(C.d1 == d || C.d2 == d || C.d1 == reverse || C.d2 == reverse )
. += C
return .
//remove the old powernet and replace it with a new one throughout the network.
/proc/propagate_network(var/obj/O, var/datum/powernet/PN)
//world.log << "propagating new network"
var/list/worklist = list()
var/list/found_machines = list()
var/index = 1
var/obj/P = null
worklist+=O //start propagating from the passed object
while(index<=worklist.len) //until we've exhausted all power objects
P = worklist[index] //get the next power object found
index++
if( istype(P,/obj/structure/cable))
var/obj/structure/cable/C = P
if(C.powernet != PN) //add it to the powernet, if it isn't already there
PN.add_cable(C)
worklist |= C.get_connections() //get adjacents power objects, with or without a powernet
else if(P.anchored && istype(P,/obj/machinery/power))
var/obj/machinery/power/M = P
found_machines |= M //we wait until the powernet is fully propagates to connect the machines
else
continue
//now that the powernet is set, connect found machines to it
for(var/obj/machinery/power/PM in found_machines)
if(!PM.connect_to_network()) //couldn't find a node on its turf...
PM.disconnect_from_network() //... so disconnect if already on a powernet
//Merge two powernets, the bigger (in cable length term) absorbing the other
/proc/merge_powernets(var/datum/powernet/net1, var/datum/powernet/net2)
if(!net1 || !net2) //if one of the powernet doesn't exist, return
return
if(net1 == net2) //don't merge same powernets
return
//We assume net1 is larger. If net2 is in fact larger we are just going to make them switch places to reduce on code.
if(net1.cables.len < net2.cables.len) //net2 is larger than net1. Let's switch them around
var/temp = net1
net1 = net2
net2 = temp
//merge net2 into net1
for(var/obj/structure/cable/Cable in net2.cables) //merge cables
net1.add_cable(Cable)
if(!net2) return net1
for(var/obj/machinery/power/Node in net2.nodes) //merge power machines
if(!Node.connect_to_network())
Node.disconnect_from_network() //if somehow we can't connect the machine to the new powernet, disconnect it from the old nonetheless
return net1
//Determines how strong could be shock, deals damage to mob, uses power.
//M is a mob who touched wire/whatever
//power_source is a source of electricity, can be powercell, area, apc, cable, powernet or null
//source is an object caused electrocuting (airlock, grille, etc)
//No animations will be performed by this proc.
/proc/electrocute_mob(mob/living/M as mob, var/power_source, var/obj/source, var/siemens_coeff = 1.0)
if(istype(M.loc,/obj/mecha)) return 0 //feckin mechs are dumb
if(issilicon(M)) return 0 //No more robot shocks from machinery
var/area/source_area
if(istype(power_source,/area))
source_area = power_source
power_source = source_area.get_apc()
if(istype(power_source,/obj/structure/cable))
var/obj/structure/cable/Cable = power_source
power_source = Cable.powernet
var/datum/powernet/PN
var/obj/item/weapon/cell/cell
if(istype(power_source,/datum/powernet))
PN = power_source
else if(istype(power_source,/obj/item/weapon/cell))
cell = power_source
else if(istype(power_source,/obj/machinery/power/apc))
var/obj/machinery/power/apc/apc = power_source
cell = apc.cell
if (apc.terminal)
PN = apc.terminal.powernet
else if (!power_source)
return 0
else
log_admin("ERROR: /proc/electrocute_mob([M], [power_source], [source]): wrong power_source")
return 0
//Triggers powernet warning, but only for 5 ticks (if applicable)
//If following checks determine user is protected we won't alarm for long.
if(PN)
PN.trigger_warning(5)
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.species.siemens_coefficient <= 0)
return
if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(G.siemens_coefficient == 0) return 0 //to avoid spamming with insulated glvoes on
//Checks again. If we are still here subject will be shocked, trigger standard 20 tick warning
//Since this one is longer it will override the original one.
if(PN)
PN.trigger_warning()
if (!cell && !PN)
return 0
var/PN_damage = 0
var/cell_damage = 0
if (PN)
PN_damage = PN.get_electrocute_damage()
if (cell)
cell_damage = cell.get_electrocute_damage()
var/shock_damage = 0
if (PN_damage>=cell_damage)
power_source = PN
shock_damage = PN_damage
else
power_source = cell
shock_damage = cell_damage
var/drained_hp = M.electrocute_act(shock_damage, source, siemens_coeff) //zzzzzzap!
var/drained_energy = drained_hp*20
if (source_area)
source_area.use_power(drained_energy/CELLRATE)
else if (istype(power_source,/datum/powernet))
var/drained_power = drained_energy/CELLRATE
drained_power = PN.draw_power(drained_power)
else if (istype(power_source, /obj/item/weapon/cell))
cell.use(drained_energy)
return drained_energy