mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-09 16:07:40 +00:00
160 lines
4.8 KiB
Plaintext
160 lines
4.8 KiB
Plaintext
// Powersink - used to drain station power
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GLOBAL_LIST_EMPTY(power_sinks)
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/obj/item/powersink
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desc = "A nulling power sink which drains energy from electrical systems."
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name = "power sink"
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icon = 'icons/obj/device.dmi'
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icon_state = "powersink0"
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item_state = "electronic"
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lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
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w_class = WEIGHT_CLASS_BULKY
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flags_1 = CONDUCT_1
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throwforce = 5
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throw_speed = 1
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throw_range = 2
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custom_materials = list(/datum/material/iron=750)
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var/drain_rate = 2000000 // amount of power to drain per tick. Currently 2MJ.
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var/power_drained = 0 // has drained this much power
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var/max_power = 2000000000 // maximum power that can be drained before exploding. Currently 2GJ. About 17 minutes to explode at the max rate.
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var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
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var/admins_warned = FALSE // stop spam, only warn the admins once that we are about to boom
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var/const/DISCONNECTED = 0
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var/const/CLAMPED_OFF = 1
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var/const/OPERATING = 2
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var/obj/structure/cable/attached // the attached cable
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/obj/item/powersink/Initialize()
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. = ..()
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GLOB.power_sinks += src
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/obj/item/powersink/Destroy()
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GLOB.power_sinks -= src
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. = ..()
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/obj/item/powersink/update_icon_state()
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icon_state = "powersink[mode == OPERATING]"
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/obj/item/powersink/proc/set_mode(value)
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if(value == mode)
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return
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switch(value)
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if(DISCONNECTED)
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attached = null
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if(mode == OPERATING)
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STOP_PROCESSING(SSobj, src)
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anchored = FALSE
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if(CLAMPED_OFF)
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if(!attached)
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return
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if(mode == OPERATING)
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STOP_PROCESSING(SSobj, src)
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anchored = TRUE
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if(OPERATING)
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if(!attached)
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return
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START_PROCESSING(SSobj, src)
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anchored = TRUE
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mode = value
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update_icon()
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set_light(0)
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/obj/item/powersink/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/screwdriver))
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if(mode == DISCONNECTED)
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var/turf/T = loc
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if(isturf(T) && !T.intact)
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attached = locate() in T
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if(!attached)
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to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
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else
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set_mode(CLAMPED_OFF)
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user.visible_message( \
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"[user] attaches \the [src] to the cable.", \
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"<span class='notice'>You attach \the [src] to the cable.</span>",
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"<span class='italics'>You hear some wires being connected to something.</span>")
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else
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to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
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else
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set_mode(DISCONNECTED)
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user.visible_message( \
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"[user] detaches \the [src] from the cable.", \
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"<span class='notice'>You detach \the [src] from the cable.</span>",
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"<span class='italics'>You hear some wires being disconnected from something.</span>")
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else
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return ..()
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/obj/item/powersink/attack_paw()
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return
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/obj/item/powersink/attack_ai()
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return
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/obj/item/powersink/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
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switch(mode)
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if(DISCONNECTED)
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..()
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if(CLAMPED_OFF)
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user.visible_message( \
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"[user] activates \the [src]!", \
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"<span class='notice'>You activate \the [src].</span>",
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"<span class='italics'>You hear a click.</span>")
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message_admins("Power sink activated by [ADMIN_LOOKUPFLW(user)] at [ADMIN_VERBOSEJMP(src)]")
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log_game("Power sink activated by [key_name(user)] at [AREACOORD(src)]")
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set_mode(OPERATING)
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if(OPERATING)
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user.visible_message( \
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"[user] deactivates \the [src]!", \
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"<span class='notice'>You deactivate \the [src].</span>",
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"<span class='italics'>You hear a click.</span>")
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set_mode(CLAMPED_OFF)
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/obj/item/powersink/process()
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if(!attached)
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set_mode(DISCONNECTED)
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return
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var/datum/powernet/PN = attached.powernet
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if(PN)
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set_light(5)
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// found a powernet, so drain up to max power from it
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var/drained = min ( drain_rate, attached.newavail() )
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attached.add_delayedload(drained)
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power_drained += drained
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// if tried to drain more than available on powernet
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// now look for APCs and drain their cells
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if(drained < drain_rate)
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for(var/obj/machinery/power/terminal/T in PN.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(A.operating && A.cell)
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A.cell.charge = max(0, A.cell.charge - 50)
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power_drained += 50
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if(A.charging == 2) // If the cell was full
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A.charging = 1 // It's no longer full
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if(drained >= drain_rate)
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break
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if(power_drained > max_power * 0.98)
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if (!admins_warned)
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admins_warned = TRUE
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message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;[HrefToken()];adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) is 95% full. Explosion imminent.")
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playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
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if(power_drained >= max_power)
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STOP_PROCESSING(SSobj, src)
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explosion(src.loc, 3,7,14,28)
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qdel(src)
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