Files
Polaris/code/modules/power/power.dm
Cael_Aislinn c314b5f42b Initial merge http://code.google.com/p/tgstation13/source/browse/trunk/ rev 4489 (I think) with BS12
Conflicts:
	README.txt
	SQL/tgstation_schema.sql
	baystation12.dme
	code/ATMOSPHERICS/components/unary/vent_pump.dm
	code/ATMOSPHERICS/pipes.dm
	code/FEA/FEA_airgroup.dm
	code/FEA/FEA_fire.dm
	code/FEA/FEA_gas_mixture.dm
	code/FEA/FEA_turf_tile.dm
	code/TriDimension/Pipes.dm
	code/WorkInProgress/buildmode.dm
	code/WorkInProgress/organs/organs.dm
	code/WorkInProgress/virus2/Disease2/analyser.dm
	code/WorkInProgress/virus2/Disease2/biohazard destroyer.dm
	code/WorkInProgress/virus2/Disease2/cureimplanter.dm
	code/WorkInProgress/virus2/Disease2/diseasesplicer.dm
	code/WorkInProgress/virus2/Disease2/dishincubator.dm
	code/WorkInProgress/virus2/Disease2/isolator.dm
	code/WorkInProgress/virus2/Disease2/monkeydispensor.dm
	code/WorkInProgress/virus2/analyser.dm
	code/WorkInProgress/virus2/antibodies.dm
	code/WorkInProgress/virus2/base.dm
	code/WorkInProgress/virus2/biohazard destroyer.dm
	code/WorkInProgress/virus2/cureimplanter.dm
	code/WorkInProgress/virus2/curer.dm
	code/WorkInProgress/virus2/diseasesplicer.dm
	code/WorkInProgress/virus2/dishincubator.dm
	code/WorkInProgress/virus2/isolator.dm
	code/WorkInProgress/virus2/monkeydispensor.dm
	code/datums/ai_laws.dm
	code/datums/configuration.dm
	code/datums/datumvars.dm
	code/datums/diseases/alien_embryo.dm
	code/datums/diseases/appendicitis.dm
	code/datums/diseases/robotic_transformation.dm
	code/datums/diseases/xeno_transformation.dm
	code/datums/helper_datums/getrev.dm
	code/datums/helper_datums/teleport.dm
	code/datums/helper_datums/tension.dm
	code/datums/mind.dm
	code/datums/mixed.dm
	code/datums/shuttle_controller.dm
	code/datums/spell.dm
	code/datums/spells/ethereal_jaunt.dm
	code/datums/spells/genetic.dm
	code/datums/spells/wizard.dm
	code/defines/area/Space Station 13 areas.dm
	code/defines/atom.dm
	code/defines/global.dm
	code/defines/mob/dead/observer.dm
	code/defines/mob/living/carbon/alien.dm
	code/defines/mob/living/carbon/alien_humanoid.dm
	code/defines/mob/living/carbon/carbon.dm
	code/defines/mob/living/carbon/metroid.dm
	code/defines/mob/living/carbon/monkey.dm
	code/defines/mob/living/living.dm
	code/defines/mob/living/silicon/ai.dm
	code/defines/mob/living/silicon/robot.dm
	code/defines/obj.dm
	code/defines/obj/closet.dm
	code/defines/obj/clothing.dm
	code/defines/obj/clothing/costume.dm
	code/defines/obj/computer.dm
	code/defines/obj/costume.dm
	code/defines/obj/decal.dm
	code/defines/obj/door.dm
	code/defines/obj/hydro.dm
	code/defines/obj/machinery.dm
	code/defines/obj/storage.dm
	code/defines/obj/supplypacks.dm
	code/defines/obj/toy.dm
	code/defines/obj/vending.dm
	code/defines/obj/weapon.dm
	code/defines/procs/AStar.dm
	code/defines/procs/command_name.dm
	code/defines/procs/dbcore.dm
	code/defines/procs/forum_activation.dm
	code/defines/procs/gamehelpers.dm
	code/defines/procs/helpers.dm
	code/defines/procs/icon_procs.dm
	code/defines/procs/station_name.dm
	code/defines/procs/statistics.dm
	code/defines/turf.dm
	code/game/algorithm.dm
	code/game/area/areas.dm
	code/game/asteroid/artifacts.dm
	code/game/atom_procs.dm
	code/game/cellautomata.dm
	code/game/dna.dm
	code/game/events/EventProcs/clang.dm
	code/game/events/EventProcs/dust.dm
	code/game/events/EventProcs/ninja_abilities.dm
	code/game/events/EventProcs/ninja_equipment.dm
	code/game/events/EventProcs/space_ninja.dm
	code/game/events/EventProcs/spacevines.dm
	code/game/gamemodes/blob/blob.dm
	code/game/gamemodes/blob/blob_finish.dm
	code/game/gamemodes/blob/blob_report.dm
	code/game/gamemodes/blob/theblob.dm
	code/game/gamemodes/changeling/changeling.dm
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/gamemodes/changeling/traitor_chan.dm
	code/game/gamemodes/cult/cult.dm
	code/game/gamemodes/cult/cult_items.dm
	code/game/gamemodes/cult/cult_structures.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/black_hole.dm
	code/game/gamemodes/events/miniblob.dm
	code/game/gamemodes/factions.dm
	code/game/gamemodes/game_mode.dm
	code/game/gamemodes/gameticker.dm
	code/game/gamemodes/malfunction/malfunction.dm
	code/game/gamemodes/meteor/meteor.dm
	code/game/gamemodes/meteor/meteors.dm
	code/game/gamemodes/nuclear/nuclear.dm
	code/game/gamemodes/nuclear/nuclearbomb.dm
	code/game/gamemodes/nuclear/pinpointer.dm
	code/game/gamemodes/objective.dm
	code/game/gamemodes/revolution/revolution.dm
	code/game/gamemodes/sandbox/h_sandbox.dm
	code/game/gamemodes/sandbox/sandbox.dm
	code/game/gamemodes/setupgame.dm
	code/game/gamemodes/traitor/traitor.dm
	code/game/gamemodes/wizard/rightandwrong.dm
	code/game/gamemodes/wizard/soulstone.dm
	code/game/gamemodes/wizard/spellbook.dm
	code/game/gamemodes/wizard/spells.dm
	code/game/gamemodes/wizard/veilrender.dm
	code/game/gamemodes/wizard/wizard.dm
	code/game/hud.dm
	code/game/jobs/access.dm
	code/game/jobs/job/captain.dm
	code/game/jobs/job/civilian.dm
	code/game/jobs/job/civilian_chaplain.dm
	code/game/jobs/job/engineering.dm
	code/game/jobs/job/job.dm
	code/game/jobs/job/medical.dm
	code/game/jobs/job/science.dm
	code/game/jobs/job/security.dm
	code/game/jobs/job/silicon.dm
	code/game/jobs/job_controller.dm
	code/game/jobs/jobs.dm
	code/game/machinery/Beacon.dm
	code/game/machinery/OpTable.dm
	code/game/machinery/Sleeper.dm
	code/game/machinery/alarm.dm
	code/game/machinery/atmo_control.dm
	code/game/machinery/atmoalter/area_atmos_computer.dm
	code/game/machinery/autolathe.dm
	code/game/machinery/biogenerator.dm
	code/game/machinery/bots/bots.dm
	code/game/machinery/bots/cleanbot.dm
	code/game/machinery/bots/ed209bot.dm
	code/game/machinery/bots/floorbot.dm
	code/game/machinery/bots/medbot.dm
	code/game/machinery/bots/mulebot.dm
	code/game/machinery/camera.dm
	code/game/machinery/cell_charger.dm
	code/game/machinery/cloning.dm
	code/game/machinery/computer/HolodeckControl.dm
	code/game/machinery/computer/Operating.dm
	code/game/machinery/computer/ai_core.dm
	code/game/machinery/computer/arcade.dm
	code/game/machinery/computer/atmos_alert.dm
	code/game/machinery/computer/buildandrepair.dm
	code/game/machinery/computer/card.dm
	code/game/machinery/computer/cloning.dm
	code/game/machinery/computer/communications.dm
	code/game/machinery/computer/computer.dm
	code/game/machinery/computer/crew.dm
	code/game/machinery/computer/hologram.dm
	code/game/machinery/computer/law.dm
	code/game/machinery/computer/medical.dm
	code/game/machinery/computer/message.dm
	code/game/machinery/computer/pod.dm
	code/game/machinery/computer/power.dm
	code/game/machinery/computer/prisoner.dm
	code/game/machinery/computer/robot.dm
	code/game/machinery/computer/security.dm
	code/game/machinery/computer/shuttle.dm
	code/game/machinery/constructable_frame.dm
	code/game/machinery/deployable.dm
	code/game/machinery/door_control.dm
	code/game/machinery/doors/airlock.dm
	code/game/machinery/doors/airlock_electronics.dm
	code/game/machinery/doors/brigdoors.dm
	code/game/machinery/doors/door.dm
	code/game/machinery/doors/firedoor.dm
	code/game/machinery/doors/poddoor.dm
	code/game/machinery/doors/unpowered.dm
	code/game/machinery/doors/windowdoor.dm
	code/game/machinery/flasher.dm
	code/game/machinery/gateway.dm
	code/game/machinery/hologram.dm
	code/game/machinery/hydroponics.dm
	code/game/machinery/kitchen/gibber.dm
	code/game/machinery/morgue.dm
	code/game/machinery/newscaster.dm
	code/game/machinery/pipe/construction.dm
	code/game/machinery/pipe/pipe_dispenser.dm
	code/game/machinery/portable_turret.dm
	code/game/machinery/recharger.dm
	code/game/machinery/rechargestation.dm
	code/game/machinery/requests_console.dm
	code/game/machinery/shieldgen.dm
	code/game/machinery/spaceheater.dm
	code/game/machinery/suit_storage_unit.dm
	code/game/machinery/syndicatebeacon.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/logbrowser.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/machinery/telecomms/telemonitor.dm
	code/game/machinery/telecomms/traffic_control.dm
	code/game/machinery/teleporter.dm
	code/game/machinery/turrets.dm
	code/game/machinery/vending.dm
	code/game/magic/cultist/ritual.dm
	code/game/magic/cultist/runes.dm
	code/game/magic/library.dm
	code/game/magic/musician.dm
	code/game/master_controller.dm
	code/game/mecha/combat/combat.dm
	code/game/mecha/combat/gygax.dm
	code/game/mecha/equipment/mecha_equipment.dm
	code/game/mecha/equipment/tools/tools.dm
	code/game/mecha/equipment/weapons/weapons.dm
	code/game/mecha/mech_fabricator.dm
	code/game/mecha/mecha.dm
	code/game/mecha/mecha_construction_paths.dm
	code/game/mecha/mecha_wreckage.dm
	code/game/mecha/medical/medical.dm
	code/game/mecha/medical/odysseus.dm
	code/game/mecha/working/ripley.dm
	code/game/objects/alien/facehugger.dm
	code/game/objects/alien/resin.dm
	code/game/objects/bodybag.dm
	code/game/objects/closets.dm
	code/game/objects/closets/emergency.dm
	code/game/objects/closets/extinguisher.dm
	code/game/objects/closets/fireaxe.dm
	code/game/objects/closets/firecloset.dm
	code/game/objects/closets/fitnesscloset.dm
	code/game/objects/closets/janitor.dm
	code/game/objects/closets/kitchen.dm
	code/game/objects/closets/nuclear.dm
	code/game/objects/closets/secure/bar.dm
	code/game/objects/closets/secure/cargo.dm
	code/game/objects/closets/secure/engineering.dm
	code/game/objects/closets/secure/hydroponics.dm
	code/game/objects/closets/secure/medical.dm
	code/game/objects/closets/secure/personal.dm
	code/game/objects/closets/secure/scientist.dm
	code/game/objects/closets/secure/secure_closets.dm
	code/game/objects/closets/secure/security.dm
	code/game/objects/closets/syndicate.dm
	code/game/objects/closets/wardrobe.dm
	code/game/objects/contraband.dm
	code/game/objects/crates.dm
	code/game/objects/devices/PDA/PDA.dm
	code/game/objects/devices/PDA/cart.dm
	code/game/objects/devices/PDA/chatroom.dm
	code/game/objects/devices/aicard.dm
	code/game/objects/devices/flash.dm
	code/game/objects/devices/flashlight.dm
	code/game/objects/devices/paicard.dm
	code/game/objects/devices/scanners.dm
	code/game/objects/devices/taperecorder.dm
	code/game/objects/devices/traitordevices.dm
	code/game/objects/door_assembly.dm
	code/game/objects/effect_system.dm
	code/game/objects/electricchair.dm
	code/game/objects/explosion.dm
	code/game/objects/gibs.dm
	code/game/objects/grille.dm
	code/game/objects/items.dm
	code/game/objects/items/blueprints.dm
	code/game/objects/items/candle.dm
	code/game/objects/items/clothing.dm
	code/game/objects/items/food.dm
	code/game/objects/items/helper_procs.dm
	code/game/objects/items/item.dm
	code/game/objects/items/robot_items.dm
	code/game/objects/items/robot_parts.dm
	code/game/objects/items/tk_grab.dm
	code/game/objects/items/weapons/AI_modules.dm
	code/game/objects/items/weapons/RCD.dm
	code/game/objects/items/weapons/RSF.dm
	code/game/objects/items/weapons/cameras.dm
	code/game/objects/items/weapons/cards_ids.dm
	code/game/objects/items/weapons/cigs_lighters.dm
	code/game/objects/items/weapons/clown_items.dm
	code/game/objects/items/weapons/dna_injector.dm
	code/game/objects/items/weapons/explosives.dm
	code/game/objects/items/weapons/flamethrower.dm
	code/game/objects/items/weapons/grenades.dm
	code/game/objects/items/weapons/hand_lablers.dm
	code/game/objects/items/weapons/hydroponics.dm
	code/game/objects/items/weapons/implants/implant.dm
	code/game/objects/items/weapons/implants/implantcase.dm
	code/game/objects/items/weapons/implants/implantchair.dm
	code/game/objects/items/weapons/implants/implanter.dm
	code/game/objects/items/weapons/implants/implantfreedom.dm
	code/game/objects/items/weapons/implants/implantnanoaug.dm
	code/game/objects/items/weapons/implants/implantpad.dm
	code/game/objects/items/weapons/kitchen.dm
	code/game/objects/items/weapons/manuals.dm
	code/game/objects/items/weapons/medical.dm
	code/game/objects/items/weapons/mops_cleaners.dm
	code/game/objects/items/weapons/papers_bins.dm
	code/game/objects/items/weapons/stunbaton.dm
	code/game/objects/items/weapons/surgery_tools.dm
	code/game/objects/items/weapons/swords_axes_etc.dm
	code/game/objects/items/weapons/table_rack_parts.dm
	code/game/objects/items/weapons/tools.dm
	code/game/objects/items/weapons/twohanded.dm
	code/game/objects/items/weapons/wrappingpaper.dm
	code/game/objects/mineral_doors.dm
	code/game/objects/radio/beacon.dm
	code/game/objects/radio/electropack.dm
	code/game/objects/radio/encryptionkey.dm
	code/game/objects/radio/headset.dm
	code/game/objects/radio/intercom.dm
	code/game/objects/radio/radio.dm
	code/game/objects/secstorage/sbriefcase.dm
	code/game/objects/secstorage/ssafe.dm
	code/game/objects/stacks/glass.dm
	code/game/objects/stacks/metal.dm
	code/game/objects/stacks/stack.dm
	code/game/objects/stacks/wood.dm
	code/game/objects/stool.dm
	code/game/objects/storage/backpack.dm
	code/game/objects/storage/belt.dm
	code/game/objects/storage/bible.dm
	code/game/objects/storage/briefcase.dm
	code/game/objects/storage/lockbox.dm
	code/game/objects/storage/storage.dm
	code/game/objects/storage/uplink_kits.dm
	code/game/objects/structures.dm
	code/game/objects/tables_racks.dm
	code/game/objects/tank.dm
	code/game/objects/tanks/emergency.dm
	code/game/objects/tanks/jetpack.dm
	code/game/objects/toys.dm
	code/game/objects/transfer_valve.dm
	code/game/objects/uplinks.dm
	code/game/objects/watercloset.dm
	code/game/objects/weapons.dm
	code/game/objects/windoor_assembly.dm
	code/game/objects/window.dm
	code/game/prisonshuttle.dm
	code/game/smoothwall.dm
	code/game/sound.dm
	code/game/step_triggers.dm
	code/game/structure/structure.dm
	code/game/supplyshuttle.dm
	code/game/throwing.dm
	code/game/topic.dm
	code/game/turf.dm
	code/game/vehicles/airtight/airtight.dm
	code/game/vehicles/airtight/land.dm
	code/game/vehicles/airtight/space.dm
	code/game/vehicles/vehicle.dm
	code/game/verbs/ooc.dm
	code/game/verbs/sound.dm
	code/game/verbs/suicide.dm
	code/game/verbs/who.dm
	code/game/vote.dm
	code/modules/admin/IsBanned.dm
	code/modules/admin/NewBan.dm
	code/modules/admin/admin.dm
	code/modules/admin/admin_investigate.dm
	code/modules/admin/admin_memo.dm
	code/modules/admin/admin_verbs.dm
	code/modules/admin/banjob.dm
	code/modules/admin/create_mob.dm
	code/modules/admin/create_object.dm
	code/modules/admin/create_turf.dm
	code/modules/admin/player_panel.dm
	code/modules/admin/verbs/MC.dm
	code/modules/admin/verbs/adminhelp.dm
	code/modules/admin/verbs/adminjump.dm
	code/modules/admin/verbs/adminpm.dm
	code/modules/admin/verbs/adminsay.dm
	code/modules/admin/verbs/atmosdebug.dm
	code/modules/admin/verbs/cinematic.dm
	code/modules/admin/verbs/deadsay.dm
	code/modules/admin/verbs/debug.dm
	code/modules/admin/verbs/diagnostics.dm
	code/modules/admin/verbs/getlogs.dm
	code/modules/admin/verbs/mapping.dm
	code/modules/admin/verbs/massmodvar.dm
	code/modules/admin/verbs/modifyvariables.dm
	code/modules/admin/verbs/onlyone.dm
	code/modules/admin/verbs/playsound.dm
	code/modules/admin/verbs/possess.dm
	code/modules/admin/verbs/pray.dm
	code/modules/admin/verbs/randomverbs.dm
	code/modules/admin/verbs/striketeam.dm
	code/modules/admin/verbs/striketeam_syndicate.dm
	code/modules/assembly/assembly.dm
	code/modules/assembly/signaler.dm
	code/modules/chemical/Chemistry-Machinery.dm
	code/modules/chemical/Chemistry-Tools.dm
	code/modules/client/client defines.dm
	code/modules/client/client procs.dm
	code/modules/clothing/costume.dm
	code/modules/clothing/gimmick.dm
	code/modules/clothing/glasses.dm
	code/modules/clothing/glasses/glasses.dm
	code/modules/clothing/glasses/hud.dm
	code/modules/clothing/gloves.dm
	code/modules/clothing/head/hardhat.dm
	code/modules/clothing/jumpsuit.dm
	code/modules/clothing/mask.dm
	code/modules/clothing/shoes.dm
	code/modules/clothing/spacesuit.dm
	code/modules/clothing/spacesuits/captain.dm
	code/modules/clothing/spacesuits/miscellaneous.dm
	code/modules/clothing/spacesuits/ninja.dm
	code/modules/clothing/spacesuits/rig.dm
	code/modules/clothing/spacesuits/syndi.dm
	code/modules/clothing/spacesuits/void.dm
	code/modules/clothing/suit.dm
	code/modules/clothing/suits/armor.dm
	code/modules/clothing/suits/bio.dm
	code/modules/clothing/suits/bomb.dm
	code/modules/clothing/suits/detective.dm
	code/modules/clothing/suits/fire.dm
	code/modules/clothing/suits/heavy.dm
	code/modules/clothing/suits/hos.dm
	code/modules/clothing/suits/labcoat.dm
	code/modules/clothing/suits/miscellaneous.dm
	code/modules/clothing/suits/wiz_robe.dm
	code/modules/clothing/uniforms/lawyer.dm
	code/modules/critters/critter.dm
	code/modules/critters/critter_AI.dm
	code/modules/critters/critters.dm
	code/modules/critters/hivebots/hivebot.dm
	code/modules/flufftext/Dreaming.dm
	code/modules/flufftext/Hallucination.dm
	code/modules/flufftext/TextFilters.dm
	code/modules/food/food.dm
	code/modules/food/meat.dm
	code/modules/food/recipes_microwave.dm
	code/modules/maps/SwapMaps.dm
	code/modules/maps/dmm_suite.dm
	code/modules/maps/fromdmp.dm
	code/modules/maps/randomZlevel.dm
	code/modules/maps/reader.dm
	code/modules/maps/writer.dm
	code/modules/mining/machine_processing.dm
	code/modules/mining/machine_stacking.dm
	code/modules/mining/machine_unloading.dm
	code/modules/mining/mine_items.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mining/mint.dm
	code/modules/mining/ores_materials_coins.dm
	code/modules/mining/satchel_ore_boxdm.dm
	code/modules/mob/dead/death.dm
	code/modules/mob/dead/observer/observer.dm
	code/modules/mob/death.dm
	code/modules/mob/living/blob/blob.dm
	code/modules/mob/living/carbon/alien/alien.dm
	code/modules/mob/living/carbon/alien/death.dm
	code/modules/mob/living/carbon/alien/humanoid/alien_powers.dm
	code/modules/mob/living/carbon/alien/humanoid/caste/drone.dm
	code/modules/mob/living/carbon/alien/humanoid/caste/hunter.dm
	code/modules/mob/living/carbon/alien/humanoid/caste/sentinel.dm
	code/modules/mob/living/carbon/alien/humanoid/death.dm
	code/modules/mob/living/carbon/alien/humanoid/hud.dm
	code/modules/mob/living/carbon/alien/humanoid/humanoid.dm
	code/modules/mob/living/carbon/alien/humanoid/life.dm
	code/modules/mob/living/carbon/alien/humanoid/login.dm
	code/modules/mob/living/carbon/alien/humanoid/queen.dm
	code/modules/mob/living/carbon/alien/larva/death.dm
	code/modules/mob/living/carbon/alien/larva/hud.dm
	code/modules/mob/living/carbon/alien/larva/larva.dm
	code/modules/mob/living/carbon/alien/larva/life.dm
	code/modules/mob/living/carbon/alien/larva/login.dm
	code/modules/mob/living/carbon/alien/larva/powers.dm
	code/modules/mob/living/carbon/alien/special/_main.dm
	code/modules/mob/living/carbon/alien/special/snakeman.dm
	code/modules/mob/living/carbon/brain/MMI.dm
	code/modules/mob/living/carbon/brain/brain.dm
	code/modules/mob/living/carbon/brain/death.dm
	code/modules/mob/living/carbon/brain/hud.dm
	code/modules/mob/living/carbon/brain/life.dm
	code/modules/mob/living/carbon/brain/say.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/human/death.dm
	code/modules/mob/living/carbon/human/emote.dm
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	code/modules/mob/new_player/savefile.dm
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	code/modules/mob/simple_animal/crab.dm
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	code/modules/paperwork/filingcabinet.dm
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	code/modules/power/antimatter/computer.dm
	code/modules/power/antimatter/engine.dm
	code/modules/power/antimatter/fuel.dm
	code/modules/power/apc.dm
	code/modules/power/cable.dm
	code/modules/power/cable_heavyduty.dm
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	code/modules/power/generator_type2.dm
	code/modules/power/gravitygenerator.dm
	code/modules/power/lighting.dm
	code/modules/power/port_gen.dm
	code/modules/power/sd_DynamicAreaLighting.dm
	code/modules/power/singularity/collector.dm
	code/modules/power/singularity/containment_field.dm
	code/modules/power/singularity/emitter.dm
	code/modules/power/singularity/field_generator.dm
	code/modules/power/singularity/generator.dm
	code/modules/power/singularity/investigate.dm
	code/modules/power/singularity/particle_accelerator/particle.dm
	code/modules/power/singularity/particle_accelerator/particle_accelerator.dm
	code/modules/power/singularity/particle_accelerator/particle_chamber.dm
	code/modules/power/singularity/particle_accelerator/particle_control.dm
	code/modules/power/singularity/particle_accelerator/particle_emitter.dm
	code/modules/power/singularity/particle_accelerator/particle_power.dm
	code/modules/power/singularity/singularity.dm
	code/modules/power/smes.dm
	code/modules/power/solar.dm
	code/modules/power/switch.dm
	code/modules/power/turbine.dm
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	code/modules/projectiles/guns/energy.dm
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	code/modules/reagents/Chemistry-Recipes.dm
	code/modules/recycling/conveyor2.dm
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	code/modules/scripting/AST/Operators/Binary Operators.dm
	code/modules/scripting/Implementations/Telecomms.dm
	code/modules/scripting/Parser/Keywords.dm
	code/modules/scripting/Scanner/Tokens.dm
	code/modules/scripting/stack.dm
	code/modules/security levels/keycard authentication.dm
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	code/setup.dm
	code/stylesheet.dm
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	code/unused/new_year.dm
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	config/README feedback.txt
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	config/rules.html
	data/mode.txt
	html/add-to-changelog.html
	html/archivedchangelog.html
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	icons/effects/blood.dmi
	icons/effects/genetics.dmi
	icons/misc/fullscreen.dmi
	icons/mob/AI.dmi
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	icons/obj/power.dmi
	icons/obj/projectiles.dmi
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	icons/obj/seeds.dmi
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	icons/obj/weapons.dmi
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	icons/turf/areas.dmi
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	interface/interface.dm
	interface/skin.dmf
	maps/Antiqua.dmm
	maps/RandomZLevels/assistantChamber.dmm
	maps/RandomZLevels/fileList.txt
	maps/tgstation.2.0.9.dmm
	sound/AI/animes.ogg
	sound/AI/newroundsexy.ogg
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	tools/UnstandardnessTestForDM/UnstandardnessTestForDM.sln
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.Designer.cs
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.cs
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.resx
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Program.cs
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/AssemblyInfo.cs
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Resources.Designer.cs
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Resources.resx
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Settings.Designer.cs
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Settings.settings
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/UnstandardnessTestForDM.csproj
tools/UnstandardnessTestForDM/UnstandardnessTestForDM/bin/Debug/UnstandardnessTestForDM.vshost.exe.manifest
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/obj/x86/Debug/UnstandardnessTestForDM.csproj.FileListAbsolute.txt
	tools/expand_filedir_paths.py
	tools/readme.txt

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-22 04:00:11 +10:00

509 lines
13 KiB
Plaintext

/obj/machinery/power
name = null
icon = 'icons/obj/power.dmi'
anchored = 1.0
var/datum/powernet/powernet = null
var/netnum = 0
var/directwired = 1 // by default, power machines are connected by a cable in a neighbouring turf
// if set to 0, requires a 0-X cable on this turf
use_power = 0
idle_power_usage = 0
active_power_usage = 0
// common helper procs for all power machines
/obj/machinery/power/proc/add_avail(var/amount)
if(powernet)
powernet.newavail += amount
/obj/machinery/power/proc/add_load(var/amount)
if(powernet)
powernet.newload += amount
/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
// returns true if the area has power on given channel (or doesn't require power).
// defaults to equipment channel
/obj/machinery/proc/powered(var/chan = EQUIP)
if(!src.loc)
return 0
var/area/A = src.loc.loc // make sure it's in an area
if(!A || !isarea(A) || !A.master)
return 0 // if not, then not powered
return A.master.powered(power_channel) // return power status of the area
// increment the power usage stats for an area
/obj/machinery/proc/use_power(var/amount, var/chan=EQUIP) // defaults to Equipment channel
var/area/A = src.loc.loc // make sure it's in an area
if(!A || !isarea(A) || !A.master)
return
A.master.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
// the powernet datum
// each contiguous network of cables & nodes
// rebuild all power networks from scratch
/proc/makepowernets()
var/netcount = 0
powernets = list()
for(var/obj/structure/cable/PC in cable_list)
PC.netnum = 0
for(var/obj/machinery/power/M in machines)
if(M.netnum >=0)
M.netnum = 0
for(var/obj/structure/cable/PC in cable_list)
if(!PC.netnum)
PC.netnum = ++netcount
if(Debug) world.log << "Starting mpn at [PC.x],[PC.y] ([PC.d1]/[PC.d2]) #[netcount]"
powernet_nextlink(PC, PC.netnum)
if(Debug) world.log << "[netcount] powernets found"
for(var/L = 1 to netcount)
var/datum/powernet/PN = new()
powernets += PN
PN.number = L
for(var/obj/structure/cable/C in cable_list)
var/datum/powernet/PN = powernets[C.netnum]
PN.cables += C
for(var/obj/machinery/power/M in machines)
if(M.netnum<=0) // APCs have netnum=-1 so they don't count as network nodes directly
continue
M.powernet = powernets[M.netnum]
M.powernet.nodes += M
// 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 netnum==0
/proc/power_list(var/turf/T, var/source, var/d, var/unmarked=0)
var/list/result = list()
var/fdir = (!d)? 0 : turn(d, 180) // the opposite direction to d (or 0 if d==0)
for(var/obj/machinery/power/P in T)
if(P.netnum < 0) // exclude APCs
continue
if(P.directwired) // true if this machine covers the whole turf (so can be joined to a cable on neighbour turf)
if(!unmarked || !P.netnum)
result += P
else if(d == 0) // otherwise, need a 0-X cable on same turf to connect
if(!unmarked || !P.netnum)
result += P
for(var/obj/structure/cable/C in T)
if(C.d1 == fdir || C.d2 == fdir)
if(!unmarked || !C.netnum)
result += C
result -= source
return result
/obj/structure/cable/proc/get_connections()
var/list/res = list() // this will be a list of all connected power objects
var/turf/T
if(!d1)
T = src.loc // if d1=0, same turf as src
else
T = get_step(src, d1)
res += power_list(T, src , d1, 1)
T = get_step(src, d2)
res += power_list(T, src, d2, 1)
return res
/obj/machinery/power/proc/get_connections()
if(!directwired)
return get_indirect_connections()
var/list/res = list()
var/cdir
for(var/turf/T in orange(1, src))
cdir = get_dir(T, src)
for(var/obj/structure/cable/C in T)
if(C.netnum)
continue
if(C.d1 == cdir || C.d2 == cdir)
res += C
return res
/obj/machinery/power/proc/get_indirect_connections()
var/list/res = list()
for(var/obj/structure/cable/C in src.loc)
if(C.netnum)
continue
if(C.d1 == 0)
res += C
return res
/proc/powernet_nextlink(var/obj/O, var/num)
var/list/P
//world.log << "start: [O] at [O.x].[O.y]"
while(1)
if( istype(O, /obj/structure/cable) )
var/obj/structure/cable/C = O
C.netnum = num
P = C.get_connections()
else if( istype(O, /obj/machinery/power) )
var/obj/machinery/power/M = O
M.netnum = num
P = M.get_connections()
if(P.len == 0)
//world.log << "end1"
return
O = P[1]
for(var/L = 2 to P.len)
powernet_nextlink(P[L], num)
//world.log << "next: [O] at [O.x].[O.y]"
// cut a powernet at this cable object
/datum/powernet/proc/cut_cable(var/obj/structure/cable/C)
var/turf/T1 = C.loc
if(C.d1)
T1 = get_step(C, C.d1)
var/turf/T2 = get_step(C, C.d2)
var/list/P1 = power_list(T1, C, C.d1) // what joins on to cut cable in dir1
var/list/P2 = power_list(T2, C, C.d2) // what joins on to cut cable in dir2
if(Debug)
for(var/obj/O in P1)
world.log << "P1: [O] at [O.x] [O.y] : [istype(O, /obj/structure/cable) ? "[O:d1]/[O:d2]" : null] "
for(var/obj/O in P2)
world.log << "P2: [O] at [O.x] [O.y] : [istype(O, /obj/structure/cable) ? "[O:d1]/[O:d2]" : null] "
if(P1.len == 0 || P2.len ==0) // if nothing in either list, then the cable was an endpoint
// no need to rebuild the powernet, just remove cut cable from the list
cables -= C
if(Debug) world.log << "Was end of cable"
return
// zero the netnum of all cables & nodes in this powernet
for(var/obj/structure/cable/OC in cables)
OC.netnum = 0
for(var/obj/machinery/power/OM in nodes)
OM.netnum = 0
// remove the cut cable from the network
C.netnum = -1
C.loc = null
cables -= C
powernet_nextlink(P1[1], number) // propagate network from 1st side of cable, using current netnum
// now test to see if propagation reached to the other side
// if so, then there's a loop in the network
var/notlooped = 0
for(var/obj/O in P2)
if( istype(O, /obj/machinery/power) )
var/obj/machinery/power/OM = O
if(OM.netnum != number)
notlooped = 1
break
else if( istype(O, /obj/structure/cable) )
var/obj/structure/cable/OC = O
if(OC.netnum != number)
notlooped = 1
break
if(notlooped)
// not looped, so make a new powernet
var/datum/powernet/PN = new()
powernets += PN
PN.number = powernets.len
if(Debug) world.log << "Was not looped: spliting PN#[number] ([cables.len];[nodes.len])"
for(var/obj/structure/cable/OC in cables)
if(!OC.netnum) // non-connected cables will have netnum==0, since they weren't reached by propagation
OC.netnum = PN.number
cables -= OC
PN.cables += OC // remove from old network & add to new one
for(var/obj/machinery/power/OM in nodes)
if(!OM.netnum)
OM.netnum = PN.number
OM.powernet = PN
nodes -= OM
PN.nodes += OM // same for power machines
if(Debug)
world.log << "Old PN#[number] : ([cables.len];[nodes.len])"
world.log << "New PN#[PN.number] : ([PN.cables.len];[PN.nodes.len])"
else
if(Debug)
world.log << "Was looped."
//there is a loop, so nothing to be done
return
return
/datum/powernet/proc/reset()
load = newload
newload = 0
avail = newavail
newavail = 0
viewload = 0.8*viewload + 0.2*load
viewload = round(viewload)
var/numapc = 0
if(nodes) // Added to fix a bad list bug -- TLE
for(var/obj/machinery/power/terminal/term in nodes)
if( istype( term.master, /obj/machinery/power/apc ) )
numapc++
if(numapc)
perapc = avail/numapc
netexcess = avail - load
if( netexcess > 100) // if there was excess power last cycle
for(var/obj/machinery/power/smes/S in nodes) // find the SMESes in the network
S.restore() // and restore some of the power that was used
/datum/powernet/proc/get_electrocute_damage()
switch(avail)/*
if (1300000 to INFINITY)
return min(rand(70,150),rand(70,150))
if (750000 to 1300000)
return min(rand(50,115),rand(50,115))
if (100000 to 750000-1)
return min(rand(35,101),rand(35,101))
if (75000 to 100000-1)
return min(rand(30,95),rand(30,95))
if (50000 to 75000-1)
return min(rand(25,80),rand(25,80))
if (25000 to 50000-1)
return min(rand(20,70),rand(20,70))
if (10000 to 25000-1)
return min(rand(20,65),rand(20,65))
if (1000 to 10000-1)
return min(rand(10,20),rand(10,20))*/
if (1000000 to INFINITY)
return min(rand(50,160),rand(50,160))
if (200000 to 1000000-1)
return min(rand(25,80),rand(25,80))
if (100000 to 200000-1)//Ave powernet
return min(rand(20,60),rand(20,60))
if (50000 to 100000-1)
return min(rand(15,40),rand(15,40))
if (1000 to 50000-1)
return min(rand(10,20),rand(10,20))
else
return 0
/datum/powernet/proc/merge_powernets(var/datum/powernet/P)
// The powernet that calls this proc will consume the other powernet - Rockdtben
if(src == P)
return
if(nodes.len >= P.nodes.len)
nodes += P.nodes
else
P.nodes += nodes
nodes = P.nodes
for(var/obj/machinery/power/M in nodes)
M.netnum = number
M.powernet = powernets[M.netnum] // Thanks to Derp__
if(cables.len >= P.cables.len)
cables += P.cables
else
P.cables += cables
cables = P.cables
for(var/obj/structure/cable/C in cables)
C.netnum = number
del P
/obj/machinery/power/proc/connect_to_network()
var/turf/T = src.loc
var/obj/structure/cable/C = T.get_cable_node()
if (!C || !C.netnum)
return
makepowernets() //TODO: find fast way
/obj/machinery/power/proc/disconnect_from_network()
//TODO: dunno how to do that
return
/turf/proc/get_cable_node()
if(!istype(src, /turf/simulated/floor))
return null
for(var/obj/structure/cable/C in src)
if(C.d1 == 0)
return C
return null
/area/proc/get_apc()
for(var/area/RA in src.related)
var/obj/machinery/power/apc/FINDME = locate() in RA
if (FINDME)
return FINDME
//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/carbon/M as mob, var/power_source, var/obj/source, var/siemens_coeff = 1.0)
if(istype(M.loc,/obj/mecha))
return 0
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
var/siem_coef = G.siemens_coefficient
if(siem_coef == 0) //to avoid spamming with insulated glvoes on
return 0
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/tmp = power_source
power_source = powernets[tmp.netnum]
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
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 //convert from "joules" to "watts"
PN.newload+=drained_power
else if (istype(power_source, /obj/item/weapon/cell))
cell.use(drained_energy)
return drained_energy