Merge pull request #7010 from atlantiscze/2020_04_17_LoadBalancing

Ports over power-related enhancements and tweaks i coded for Bay a while back
This commit is contained in:
Atermonera
2020-05-03 18:45:25 -04:00
committed by VirgoBot
parent 4e4868f273
commit 77fef98789
21 changed files with 679 additions and 428 deletions
+1
View File
@@ -2,6 +2,7 @@ var/global/defer_powernet_rebuild = 0 // True if net rebuild will be called
#define CELLRATE 0.002 // Multiplier for watts per tick <> cell storage (e.g., 0.02 means if there is a load of 1000 watts, 20 units will be taken from a cell per second)
// It's a conversion constant. power_used*CELLRATE = charge_provided, or charge_used/CELLRATE = power_provided
#define SMESRATE 0.03333 // Same for SMESes. A different number for some reason.
#define KILOWATTS *1000
#define MEGAWATTS *1000000
+1 -1
View File
@@ -11,7 +11,7 @@ var/const/SMES_WIRE_FAILSAFES = 16 // Cut to disable failsafes, mend to reenable
/datum/wires/smes/CanUse(var/mob/living/L)
var/obj/machinery/power/smes/buildable/S = holder
if(S.open_hatch)
if(S.panel_open)
return 1
return 0
-7
View File
@@ -230,13 +230,6 @@
desc = "Heavy-duty switching circuits for power control."
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
/obj/item/weapon/module/power_control/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
if (istype(W, /obj/item/device/multitool))
var/obj/item/weapon/circuitboard/ghettosmes/newcircuit = new/obj/item/weapon/circuitboard/ghettosmes(user.loc)
qdel(src)
user.put_in_hands(newcircuit)
/obj/item/weapon/module/id_auth
name = "\improper ID authentication module"
icon_state = "id_mod"
@@ -18,14 +18,7 @@
build_path = /obj/machinery/power/smes/batteryrack
board_type = new /datum/frame/frame_types/machine
origin_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 2)
req_components = list(/obj/item/weapon/cell = 3)
/obj/item/weapon/circuitboard/ghettosmes
name = T_BOARD("makeshift PSU")
desc = "An APC circuit repurposed into some power storage device controller"
build_path = /obj/machinery/power/smes/batteryrack/makeshift
board_type = new /datum/frame/frame_types/machine
req_components = list(/obj/item/weapon/cell = 3)
req_components = list(/obj/item/weapon/stock_parts/capacitor/ = 3, /obj/item/weapon/stock_parts/matter_bin/ = 1)
/obj/item/weapon/circuitboard/grid_checker
name = T_BOARD("power grid checker")
+1 -1
View File
@@ -351,8 +351,8 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
/obj/item/weapon/circuitboard/atmos_alert,
/obj/item/weapon/circuitboard/airalarm,
/obj/item/weapon/circuitboard/fax,
/obj/item/weapon/circuitboard/ghettosmes,
/obj/item/weapon/circuitboard/jukebox,
/obj/item/weapon/circuitboard/batteryrack,
/obj/item/weapon/circuitboard/message_monitor,
/obj/item/weapon/circuitboard/rcon_console,
/obj/item/weapon/smes_coil,
+1 -1
View File
@@ -1255,7 +1255,7 @@ obj/machinery/power/apc/proc/autoset(var/cur_state, var/on)
cell.ex_act(3)
return
/obj/machinery/power/apc/disconnect_terminal()
/obj/machinery/power/apc/disconnect_terminal(var/obj/machinery/power/terminal/term)
if(terminal)
terminal.master = null
terminal = null
+279 -200
View File
@@ -1,234 +1,313 @@
//The one that works safely.
// Cell rack PSU, similar to SMES, but uses power cells to store power.
// Lacks detailed control of input/output values, and has generally much worse capacity.
#define PSU_OFFLINE 0
#define PSU_OUTPUT 1
#define PSU_INPUT 2
#define PSU_AUTO 3
#define PSU_MAXCELLS 9 // Capped to 9 cells due to sprite limitation
/obj/machinery/power/smes/batteryrack
name = "power cell rack PSU"
desc = "A rack of power cells working as a PSU."
charge = 0 //you dont really want to make a potato PSU which already is overloaded
output_attempt = 0
input_level = 0
output_level = 0
input_level_max = 0
output_level_max = 0
icon_state = "gsmes"
circuit = /obj/item/weapon/circuitboard/batteryrack
var/cells_amount = 0
var/capacitors_amount = 0
var/global/list/br_cache = null
icon = 'icons/obj/cellrack.dmi'
icon_state = "rack"
capacity = 0
charge = 0
output_attempt = FALSE
input_attempt = FALSE
var/max_transfer_rate = 0 // Maximal input/output rate. Determined by used capacitors when building the device.
var/mode = PSU_OFFLINE // Current inputting/outputting mode
var/list/internal_cells = list() // Cells stored in this PSU
var/max_cells = 3 // Maximal amount of stored cells at once. Capped at 9.
var/previous_charge = 0 // Charge previous tick.
var/equalise = 0 // If true try to equalise charge between cells
var/icon_update = 0 // Timer in ticks for icon update.
var/ui_tick = 0
/obj/machinery/power/smes/batteryrack/New()
..()
add_parts()
RefreshParts()
return
//Maybe this should be moved up to obj/machinery
/obj/machinery/power/smes/batteryrack/proc/add_parts()
component_parts = list()
component_parts += new /obj/item/weapon/cell/high
component_parts += new /obj/item/weapon/cell/high
component_parts += new /obj/item/weapon/cell/high
return
component_parts += new /obj/item/weapon/circuitboard/batteryrack
component_parts += new /obj/item/weapon/stock_parts/capacitor/ // Capacitors: Maximal I/O
component_parts += new /obj/item/weapon/stock_parts/capacitor/
component_parts += new /obj/item/weapon/stock_parts/capacitor/
component_parts += new /obj/item/weapon/stock_parts/matter_bin/ // Matter Bin: Max. amount of cells.
/obj/machinery/power/smes/batteryrack/RefreshParts()
capacitors_amount = 0
cells_amount = 0
var/max_level = 0 //for both input and output
var/capacitor_efficiency = 0
var/maxcells = 0
for(var/obj/item/weapon/stock_parts/capacitor/CP in component_parts)
max_level += CP.rating
capacitors_amount++
input_level_max = 50000 + max_level * 20000
output_level_max = 50000 + max_level * 20000
capacitor_efficiency += CP.rating
var/C = 0
for(var/obj/item/weapon/cell/PC in component_parts)
C += PC.maxcharge
cells_amount++
capacity = C * 40 //Basic cells are such crap. Hyper cells needed to get on normal SMES levels.
for(var/obj/item/weapon/stock_parts/matter_bin/MB in component_parts)
maxcells += MB.rating * 3
max_transfer_rate = 10000 * capacitor_efficiency // 30kw - 90kw depending on used capacitors.
max_cells = min(PSU_MAXCELLS, maxcells)
input_level = max_transfer_rate
output_level = max_transfer_rate
/obj/machinery/power/smes/batteryrack/Destroy()
for(var/obj/item/weapon/cell/C in internal_cells)
qdel(C)
internal_cells = null
return ..()
/obj/machinery/power/smes/batteryrack/update_icon()
overlays.Cut()
if(stat & BROKEN) return
icon_update = 0
if(!br_cache)
br_cache = list()
br_cache.len = 7
br_cache[1] = image('icons/obj/power.dmi', "gsmes_outputting")
br_cache[2] = image('icons/obj/power.dmi', "gsmes_charging")
br_cache[3] = image('icons/obj/power.dmi', "gsmes_overcharge")
br_cache[4] = image('icons/obj/power.dmi', "gsmes_og1")
br_cache[5] = image('icons/obj/power.dmi', "gsmes_og2")
br_cache[6] = image('icons/obj/power.dmi', "gsmes_og3")
br_cache[7] = image('icons/obj/power.dmi', "gsmes_og4")
if (output_attempt)
overlays += br_cache[1]
if(inputting)
overlays += br_cache[2]
var/clevel = chargedisplay()
if(clevel>0)
overlays += br_cache[3+clevel]
return
var/cellcount = 0
var/charge_level = between(0, round(Percentage() / 12), 7)
/obj/machinery/power/smes/batteryrack/chargedisplay()
return round(4 * charge/(capacity ? capacity : 5e6))
overlays += "charge[charge_level]"
for(var/obj/item/weapon/cell/C in internal_cells)
cellcount++
overlays += "cell[cellcount]"
if(C.fully_charged())
overlays += "cell[cellcount]f"
else if(!C.charge)
overlays += "cell[cellcount]e"
// Recalculate maxcharge and similar variables.
/obj/machinery/power/smes/batteryrack/proc/update_maxcharge()
var/newmaxcharge = 0
for(var/obj/item/weapon/cell/C in internal_cells)
newmaxcharge += C.maxcharge
newmaxcharge /= CELLRATE // Convert to Joules
newmaxcharge *= SMESRATE // And to SMES charge units (which are for some reason different than CELLRATE)
capacity = newmaxcharge
charge = between(0, charge, newmaxcharge)
/obj/machinery/power/smes/batteryrack/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob) //these can only be moved by being reconstructed, solves having to remake the powernet.
..() //SMES attackby for now handles screwdriver, cable coils and wirecutters, no need to repeat that here
if(open_hatch)
if(W.is_crowbar())
if (charge < (capacity / 100))
if (!output_attempt && !input_attempt)
playsound(src, W.usesound, 50, 1)
var/obj/structure/frame/M = new /obj/structure/frame(src.loc)
M.frame_type = "machine"
M.state = 2
M.icon_state = "machine_1"
for(var/obj/I in component_parts)
I.loc = src.loc
qdel(src)
return 1
else
to_chat(user, "<span class='warning'>Turn off the [src] before dismantling it.</span>")
else
to_chat(user, "<span class='warning'>Better let [src] discharge before dismantling it.</span>")
else if ((istype(W, /obj/item/weapon/stock_parts/capacitor) && (capacitors_amount < 5)) || (istype(W, /obj/item/weapon/cell) && (cells_amount < 5)))
if (charge < (capacity / 100))
if (!output_attempt && !input_attempt)
user.drop_item()
component_parts += W
W.loc = src
RefreshParts()
to_chat(user, "<span class='notice'>You upgrade the [src] with [W.name].</span>")
else
to_chat(user, "<span class='warning'>Turn off the [src] before dismantling it.</span>")
else
to_chat(user, "<span class='warning'>Better let [src] discharge before putting your hand inside it.</span>")
else
user.set_machine(src)
interact(user)
return 1
return
// Sets input/output depending on our "mode" var.
/obj/machinery/power/smes/batteryrack/proc/update_io(var/newmode)
mode = newmode
switch(mode)
if(PSU_OFFLINE)
input_attempt = 0
output_attempt = 0
if(PSU_INPUT)
input_attempt = 1
output_attempt = 0
if(PSU_OUTPUT)
input_attempt = 0
output_attempt = 1
if(PSU_AUTO)
input_attempt = 1
output_attempt = 1
// Store charge in the power cells, instead of using the charge var. Amount is in joules.
/obj/machinery/power/smes/batteryrack/add_charge(var/amount)
amount *= CELLRATE // Convert to CELLRATE first.
if(equalise)
// Now try to get least charged cell and use the power from it.
var/obj/item/weapon/cell/CL = get_least_charged_cell()
amount -= CL.give(amount)
if(!amount)
return
// We're still here, so it means the least charged cell was full OR we don't care about equalising the charge. Give power to other cells instead.
for(var/obj/item/weapon/cell/C in internal_cells)
amount -= C.give(amount)
// No more power to input so return.
if(!amount)
return
//The shitty one that will blow up.
/obj/machinery/power/smes/batteryrack/makeshift
name = "makeshift PSU"
desc = "A rack of batteries connected by a mess of wires posing as a PSU."
circuit = /obj/item/weapon/circuitboard/ghettosmes
var/overcharge_percent = 0
/obj/machinery/power/smes/batteryrack/remove_charge(var/amount)
amount *= CELLRATE // Convert to CELLRATE first.
if(equalise)
// Now try to get most charged cell and use the power from it.
var/obj/item/weapon/cell/CL = get_most_charged_cell()
amount -= CL.use(amount)
if(!amount)
return
// We're still here, so it means the most charged cell didn't have enough power OR we don't care about equalising the charge. Use power from other cells instead.
for(var/obj/item/weapon/cell/C in internal_cells)
amount -= C.use(amount)
// No more power to output so return.
if(!amount)
return
// Helper procs to get most/least charged cells.
/obj/machinery/power/smes/batteryrack/proc/get_most_charged_cell()
var/obj/item/weapon/cell/CL = null
for(var/obj/item/weapon/cell/C in internal_cells)
if(CL == null)
CL = C
else if(CL.percent() < C.percent())
CL = C
return CL
/obj/machinery/power/smes/batteryrack/proc/get_least_charged_cell()
var/obj/item/weapon/cell/CL = null
for(var/obj/item/weapon/cell/C in internal_cells)
if(CL == null)
CL = C
else if(CL.percent() > C.percent())
CL = C
return CL
/obj/machinery/power/smes/batteryrack/proc/insert_cell(var/obj/item/weapon/cell/C, var/mob/user)
if(!istype(C))
return 0
if(internal_cells.len >= max_cells)
return 0
internal_cells.Add(C)
if(user)
user.drop_from_inventory(C)
C.forceMove(src)
RefreshParts()
update_maxcharge()
update_icon()
return 1
/obj/machinery/power/smes/batteryrack/makeshift/add_parts()
component_parts = list()
component_parts += new /obj/item/weapon/cell/high
component_parts += new /obj/item/weapon/cell/high
component_parts += new /obj/item/weapon/cell/high
return
/obj/machinery/power/smes/batteryrack/process()
charge = 0
for(var/obj/item/weapon/cell/C in internal_cells)
charge += C.charge
charge /= CELLRATE // Convert to Joules
charge *= SMESRATE // And to SMES charge units (which are for some reason different than CELLRATE)
/obj/machinery/power/smes/batteryrack/makeshift/update_icon()
overlays.Cut()
if(stat & BROKEN) return
..()
ui_tick = !ui_tick
icon_update++
if (output_attempt)
overlays += br_cache[1]
if(inputting)
overlays += br_cache[2]
if (overcharge_percent > 100)
overlays += br_cache[3]
else
var/clevel = chargedisplay()
if(clevel>0)
overlays += br_cache[3+clevel]
return
//This mess of if-elses and magic numbers handles what happens if the engies don't pay attention and let it eat too much charge
//What happens depends on how much capacity has the ghetto smes and how much it is overcharged.
//Under 1.2M: 5% of ion_act() per process() tick from 125% and higher overcharges. 1.2M is achieved with 3 high cells.
//[1.2M-2.4M]: 6% ion_act from 120%. 1% of EMP from 140%.
//(2.4M-3.6M] :7% ion_act from 115%. 1% of EMP from 130%. 1% of non-hull-breaching explosion at 150%.
//(3.6M-INFI): 8% ion_act from 115%. 2% of EMP from 125%. 1% of Hull-breaching explosion from 140%.
/obj/machinery/power/smes/batteryrack/makeshift/proc/overcharge_consequences()
switch (capacity)
if (0 to (1.2e6-1))
if (overcharge_percent >= 125)
if (prob(5))
ion_act()
if (1.2e6 to 2.4e6)
if (overcharge_percent >= 120)
if (prob(6))
ion_act()
else
return
if (overcharge_percent >= 140)
if (prob(1))
empulse(src.loc, 2, 3, 6, 8, 1)
if ((2.4e6+1) to 3.6e6)
if (overcharge_percent >= 115)
if (prob(7))
ion_act()
else
return
if (overcharge_percent >= 130)
if (prob(1))
empulse(src.loc, 2, 3, 6, 8, 1)
if (overcharge_percent >= 150)
if (prob(1))
explosion(src.loc, 0, 1, 3, 5)
if ((3.6e6+1) to INFINITY)
if (overcharge_percent >= 115)
if (prob(8))
ion_act()
else
return
if (overcharge_percent >= 125)
if (prob(2))
empulse(src.loc, 2, 4, 7, 10, 1)
if (overcharge_percent >= 140)
if (prob(1))
explosion(src.loc, 1, 3, 5, 8)
else //how the hell was this proc called for negative charge
charge = 0
#define SMESRATE 0.05 // rate of internal charge to external power
/obj/machinery/power/smes/batteryrack/makeshift/process()
if(stat & BROKEN) return
//store machine state to see if we need to update the icon overlays
var/last_disp = chargedisplay()
var/last_chrg = inputting
var/last_onln = output_attempt
var/last_overcharge = overcharge_percent
if(terminal)
if(input_attempt)
var/target_load = min((capacity-charge)/SMESRATE, input_level) // charge at set rate, limited to spare capacity
var/actual_load = draw_power(target_load) // add the load to the terminal side network
charge += actual_load * SMESRATE // increase the charge
if (actual_load >= target_load) // did the powernet have enough power available for us?
inputting = 1
else
inputting = 0
if(output_attempt) // if outputting
output_used = min( charge/SMESRATE, output_level) //limit output to that stored
charge -= output_used*SMESRATE // reduce the storage (may be recovered in /restore() if excessive)
add_avail(output_used) // add output to powernet (smes side)
if(charge < 0.0001)
outputting(0) // stop output if charge falls to zero
overcharge_percent = round((charge / capacity) * 100)
if (overcharge_percent > 115) //115% is the minimum overcharge for anything to happen
overcharge_consequences()
// only update icon if state changed
if(last_disp != chargedisplay() || last_chrg != inputting || last_onln != output_attempt || ((overcharge_percent > 100) ^ (last_overcharge > 100)))
// Don't update icon too much, prevents unnecessary processing.
if(icon_update >= 10)
update_icon()
// Try to balance charge between stored cells. Capped at max_transfer_rate per tick.
// Take power from most charged cell, and give it to least charged cell.
if(equalise)
var/obj/item/weapon/cell/least = get_least_charged_cell()
var/obj/item/weapon/cell/most = get_most_charged_cell()
// Don't bother equalising charge between two same cells. Also ensure we don't get NULLs or wrong types. Don't bother equalising when difference between charges is tiny.
if(least == most || !istype(least) || !istype(most) || least.percent() == most.percent())
return
var/percentdiff = (most.percent() - least.percent()) / 2 // Transfer only 50% of power. The reason is that it could lead to situations where least and most charged cells would "swap places" (45->50% and 50%->45%)
var/celldiff
// Take amount of power to transfer from the cell with smaller maxcharge
if(most.maxcharge > least.maxcharge)
celldiff = (least.maxcharge / 100) * percentdiff
else
celldiff = (most.maxcharge / 100) * percentdiff
celldiff = between(0, celldiff, max_transfer_rate * CELLRATE)
// Ensure we don't transfer more energy than the most charged cell has, and that the least charged cell can input.
celldiff = min(min(celldiff, most.charge), least.maxcharge - least.charge)
least.give(most.use(celldiff))
/obj/machinery/power/smes/batteryrack/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
var/data[0]
data["mode"] = mode
data["transfer_max"] = max_transfer_rate
data["output_load"] = round(output_used)
data["input_load"] = round(input_available)
data["equalise"] = equalise
data["blink_tick"] = ui_tick
data["cells_max"] = max_cells
data["cells_cur"] = internal_cells.len
var/list/cells = list()
var/cell_index = 0
for(var/obj/item/weapon/cell/C in internal_cells)
var/list/cell[0]
cell["slot"] = cell_index + 1
cell["used"] = 1
cell["percentage"] = round(C.percent(), 0.01)
cell["id"] = C.c_uid
cell_index++
cells += list(cell)
while(cell_index < PSU_MAXCELLS)
var/list/cell[0]
cell["slot"] = cell_index + 1
cell["used"] = 0
cell_index++
cells += list(cell)
data["cells_list"] = cells
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "psu.tmpl", "Cell Rack PSU", 500, 430)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
/obj/machinery/power/smes/batteryrack/dismantle()
for(var/obj/item/weapon/cell/C in internal_cells)
C.forceMove(get_turf(src))
internal_cells -= C
return ..()
/obj/machinery/power/smes/batteryrack/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
if(!..())
return 0
if(default_deconstruction_crowbar(user, W))
return
if(default_part_replacement(user, W))
return
if(istype(W, /obj/item/weapon/cell)) // ID Card, try to insert it.
if(insert_cell(W, user))
to_chat(user, "<span class='filter_notice'>You insert \the [W] into \the [src].</span>")
else
to_chat(user, "<span class='filter_notice'>\The [src] has no empty slot for \the [W]</span>")
/obj/machinery/power/smes/batteryrack/attack_hand(var/mob/user)
ui_interact(user)
/obj/machinery/power/smes/batteryrack/inputting()
return
#undef SMESRATE
/obj/machinery/power/smes/batteryrack/outputting()
return
/obj/machinery/power/smes/batteryrack/Topic(href, href_list)
// ..() would respond to those topic calls, but we don't want to use them at all.
// Calls to these shouldn't occur anyway, due to usage of different nanoUI, but
// it's here in case someone decides to try hrefhacking/modified templates.
if(href_list["input"] || href_list["output"])
return 1
if(..())
return 1
if( href_list["disable"] )
update_io(0)
return 1
else if( href_list["enable"] )
update_io(between(1, text2num(href_list["enable"]), 3))
return 1
else if( href_list["equaliseon"] )
equalise = 1
return 1
else if( href_list["equaliseoff"] )
equalise = 0
return 1
else if( href_list["ejectcell"] )
var/obj/item/weapon/cell/C
for(var/obj/item/weapon/cell/CL in internal_cells)
if(CL.c_uid == text2num(href_list["ejectcell"]))
C = CL
break
if(!istype(C))
return 1
C.forceMove(get_turf(src))
internal_cells -= C
update_icon()
RefreshParts()
update_maxcharge()
return 1
+9 -2
View File
@@ -116,7 +116,7 @@ var/list/possible_cable_coil_colours = list(
user.examinate(src)
// following code taken from attackby (multitool)
if(powernet && (powernet.avail > 0))
to_chat(user, "<span class='warning'>[powernet.avail]W in power network.</span>")
to_chat(user, "<span class='warning'>[DisplayPower(powernet.avail)] in power network.</span>")
else
to_chat(user, "<span class='warning'>The cable is not powered.</span>")
return
@@ -230,7 +230,7 @@ var/list/possible_cable_coil_colours = list(
else if(istype(W, /obj/item/device/multitool))
if(powernet && (powernet.avail > 0)) // is it powered?
to_chat(user, "<span class='warning'>[powernet.avail]W in power network.</span>")
to_chat(user, "<span class='warning'>[DisplayPower(powernet.avail)] in power network.</span>")
else
to_chat(user, "<span class='warning'>The cable is not powered.</span>")
@@ -617,6 +617,13 @@ obj/structure/cable/proc/cableColor(var/colorC)
else if(Adjacent(user))
. += "There are [get_amount()] lengths of cable in the coil."
/obj/item/stack/cable_coil/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/device/multitool))
var/selected_type = input("Pick new colour.", "Cable Colour", null, null) as null|anything in possible_cable_coil_colours
set_cable_color(selected_type, usr)
return
return ..()
/obj/item/stack/cable_coil/verb/make_restraint()
set name = "Make Cable Restraints"
set category = "Object"
+3
View File
@@ -14,6 +14,8 @@
throw_speed = 3
throw_range = 5
w_class = ITEMSIZE_NORMAL
var/static/cell_uid = 1 // Unique ID of this power cell. Used to reduce bunch of uglier code in nanoUI.
var/c_uid
var/charge = 0 // note %age conveted to actual charge in New
var/maxcharge = 1000
var/rigged = 0 // true if rigged to explode
@@ -31,6 +33,7 @@
/obj/item/weapon/cell/New()
..()
c_uid = cell_uid++
charge = maxcharge
update_icon()
if(self_recharge)
+65
View File
@@ -0,0 +1,65 @@
/obj/machinery/power/debug_items/
icon = 'icons/obj/power.dmi'
icon_state = "tracker"
anchored = 1
density = 1
var/show_extended_information = 1 // Set to 0 to disable extra information on examining (for example, when used on admin events)
/obj/machinery/power/debug_items/examine(mob/user)
. = ..()
if(show_extended_information)
show_info(user)
/obj/machinery/power/debug_items/proc/show_info(var/mob/user)
if(!powernet)
to_chat(user, "<span class='filter_notice'>This device is not connected to a powernet</span>")
return
to_chat(user, "<span class='filter_notice'>Connected to powernet: [powernet]</span>")
to_chat(user, "<span class='filter_notice'>Available power: [num2text(powernet.avail, 20)] W</span>")
to_chat(user, "<span class='filter_notice'>Load: [num2text(powernet.viewload, 20)] W</span>")
to_chat(user, "<span class='filter_notice'>Has alert: [powernet.problem ? "YES" : "NO"]</span>")
to_chat(user, "<span class='filter_notice'>Cables: [powernet.cables.len]</span>")
to_chat(user, "<span class='filter_notice'>Nodes: [powernet.nodes.len]</span>")
// An infinite power generator. Adds energy to connected cable.
/obj/machinery/power/debug_items/infinite_generator
name = "fractal energy reactor"
desc = "An experimental power generator capable of generating massive amounts of energy from subspace vacuum."
var/power_generation_rate = 1000000
/obj/machinery/power/debug_items/infinite_generator/process()
add_avail(power_generation_rate)
/obj/machinery/power/debug_items/infinite_generator/show_info(var/mob/user)
..()
to_chat(user, "<span class='filter_notice'>Generator is providing [num2text(power_generation_rate, 20)] W</span>")
// A cable powersink, without the explosion/network alarms normal powersink causes.
/obj/machinery/power/debug_items/infinite_cable_powersink
name = "null point core"
desc = "An experimental device that disperses energy, used for grid stress-testing purposes."
var/power_usage_rate = 0
var/last_used = 0
/obj/machinery/power/debug_items/infinite_cable_powersink/process()
last_used = draw_power(power_usage_rate)
/obj/machinery/power/debug_items/infinite_cable_powersink/show_info(var/mob/user)
..()
to_chat(user, "<span class='filter_notice'>Power sink is demanding [num2text(power_usage_rate, 20)] W</span>")
to_chat(user, "<span class='filter_notice'>[num2text(last_used, 20)] W was actually used last tick</span>")
/obj/machinery/power/debug_items/infinite_apc_powersink
name = "APC dummy load"
desc = "A dummy load that connects to an APC, used for load testing purposes."
use_power = USE_POWER_ACTIVE
active_power_usage = 0
/obj/machinery/power/debug_items/infinite_apc_powersink/show_info(var/mob/user)
..()
to_chat(user, "<span class='filter_notice'>Dummy load is using [num2text(active_power_usage, 20)] W</span>")
to_chat(user, "<span class='filter_notice'>Powered: [powered() ? "YES" : "NO"]</span>")
-29
View File
@@ -1,29 +0,0 @@
// ###############################################################################
// # ITEM: FRACTAL ENERGY REACTOR #
// # FUNCTION: Generate infinite electricity. Used for map testing. #
// ###############################################################################
/obj/machinery/power/fractal_reactor
name = "Fractal Energy Reactor"
desc = "This thing drains power from fractal-subspace." // (DEBUG ITEM: INFINITE POWERSOURCE FOR MAP TESTING. CONTACT DEVELOPERS IF FOUND.)"
icon = 'icons/obj/power.dmi'
icon_state = "tracker" //ICON stolen from solar tracker. There is no need to make new texture for debug item
anchored = 1
density = 1
var/power_generation_rate = 1000000 //Defaults to 1MW of power.
var/powernet_connection_failed = 0
var/mapped_in = 0 //Do not announce creation when it's mapped in.
// This should be only used on Dev for testing purposes.
/obj/machinery/power/fractal_reactor/New()
..()
if(!mapped_in)
to_world("<b><font color='red'>WARNING:</font><font color='black'> Map testing power source activated at: X:[src.loc.x] Y:[src.loc.y] Z:[src.loc.z]</font></b>")
/obj/machinery/power/fractal_reactor/process()
if(!powernet && !powernet_connection_failed)
if(!connect_to_network())
powernet_connection_failed = 1
spawn(150) // Error! Check again in 15 seconds.
powernet_connection_failed = 0
add_avail(power_generation_rate)
+3 -3
View File
@@ -17,8 +17,6 @@
/obj/machinery/power/Destroy()
disconnect_from_network()
disconnect_terminal()
return ..()
///////////////////////////////
@@ -37,6 +35,8 @@
/obj/machinery/power/proc/add_avail(var/amount)
if(powernet)
powernet.newavail += amount
return TRUE
return FALSE
/obj/machinery/power/proc/draw_power(var/amount)
if(powernet)
@@ -61,7 +61,7 @@
else
return 0
/obj/machinery/power/proc/disconnect_terminal() // machines without a terminal will just return, no harm no fowl.
/obj/machinery/power/proc/disconnect_terminal(var/obj/machinery/power/terminal/term) // machines without a terminal will just return, no harm no fowl.
return
// connect the machine to a powernet if a node cable is present on the turf
+34 -3
View File
@@ -8,6 +8,11 @@
var/viewload = 0 // the load as it appears on the power console (gradually updated)
var/number = 0 // Unused //TODEL
var/smes_demand = 0 // Amount of power demanded by all SMESs from this network. Needed for load balancing.
var/list/inputting = list() // List of SMESs that are demanding power from this network. Needed for load balancing.
var/smes_avail = 0 // Amount of power (avail) from SMESes. Used by SMES load balancing
var/smes_newavail = 0 // As above, just for newavail
var/perapc = 0 // per-apc avilability
var/perapc_excess = 0
var/netexcess = 0 // excess power on the powernet (typically avail-load)
@@ -113,9 +118,20 @@
perapc = avail/numapc + perapc_excess
if(netexcess > 100 && nodes && nodes.len) // 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
// At this point, all other machines have finished using power. Anything left over may be used up to charge SMESs.
if(inputting.len && smes_demand)
var/smes_input_percentage = between(0, (netexcess / smes_demand) * 100, 100)
for(var/obj/machinery/power/terminal/T in inputting)
var/obj/machinery/power/smes/S = T.master
if(istype(S))
S.input_power(smes_input_percentage, T)
netexcess = avail - load
if(netexcess)
var/perc = get_percent_load(1)
for(var/obj/machinery/power/smes/S in nodes)
S.restore(perc)
//updates the viewed load (as seen on power computers)
viewload = round(load)
@@ -123,7 +139,22 @@
//reset the powernet
load = 0
avail = newavail
smes_avail = smes_newavail
inputting.Cut()
smes_demand = 0
newavail = 0
smes_newavail = 0
/datum/powernet/proc/get_percent_load(var/smes_only = 0)
if(smes_only)
var/smes_used = load - (avail - smes_avail) // SMESs are always last to provide power
if(!smes_used || smes_used < 0 || !smes_avail) // SMES power isn't available or being used at all, SMES load is therefore 0%
return 0
return between(0, (smes_used / smes_avail) * 100, 100) // Otherwise return percentage load of SMESs.
else
if(!load)
return 0
return between(0, (load / avail) * 100, 100)
/datum/powernet/proc/get_electrocute_damage()
switch(avail)
+207 -167
View File
@@ -1,7 +1,6 @@
// the SMES
// stores power
#define SMESRATE 0.03333 //translates Watt into Kilowattminutes with respect to machinery schedule_interval ~(2s*1W*1min/60s)
#define SMESMAXCHARGELEVEL 250000
#define SMESMAXOUTPUT 250000
@@ -25,7 +24,7 @@
var/input_available = 0 // amount of charge available from input last tick
var/output_attempt = 1 // 1 = attempting to output, 0 = not attempting to output
var/outputting = 1 // 1 = actually outputting, 0 = not outputting
var/outputting = 0 // 1 = actually outputting, 0 = not outputting
var/output_level = 50000 // amount of power the SMES attempts to output
var/output_level_max = 200000 // cap on output_level
var/output_used = 0 // amount of power actually outputted. may be less than output_level if the powernet returns excess power
@@ -35,15 +34,23 @@
var/last_input_attempt = 0
var/last_charge = 0
//For icon overlay updates
var/last_disp
var/last_chrg
var/last_onln
var/damage = 0
var/maxdamage = 500 // Relatively resilient, given how expensive it is, but once destroyed produces small explosion.
var/input_cut = 0
var/input_pulsed = 0
var/output_cut = 0
var/output_pulsed = 0
var/target_load = 0
var/open_hatch = 0
var/name_tag = null
var/building_terminal = 0 //Suggestions about how to avoid clickspam building several terminals accepted!
var/obj/machinery/power/terminal/terminal = null
var/list/terminals = list()
var/should_be_mapped = 0 // If this is set to 0 it will send out warning on New()
var/grid_check = FALSE // If true, suspends all I/O.
@@ -58,38 +65,38 @@
/obj/machinery/power/smes/Initialize()
. = ..()
if(!powernet)
connect_to_network()
dir_loop:
for(var/d in cardinal)
var/turf/T = get_step(src, d)
for(var/obj/machinery/power/terminal/term in T)
if(term && term.dir == turn(d, 180))
terminal = term
break dir_loop
if(!terminal)
for(var/d in GLOB.cardinal)
var/turf/T = get_step(src, d)
for(var/obj/machinery/power/terminal/term in T)
if(term && term.dir == turn(d, 180) && !term.master)
terminals |= term
term.master = src
term.connect_to_network()
if(!terminals.len)
stat |= BROKEN
return
terminal.master = src
if(!terminal.powernet)
terminal.connect_to_network()
update_icon()
if(!powernet)
connect_to_network()
if(!should_be_mapped)
warning("Non-buildable or Non-magical SMES at [src.x]X [src.y]Y [src.z]Z")
/obj/machinery/power/smes/Destroy()
terminal = null
for(var/obj/machinery/power/terminal/T in terminals)
T.master = null
terminals = null
return ..()
/obj/machinery/power/smes/disconnect_terminal()
if(terminal)
terminal.master = null
terminal = null
/obj/machinery/power/smes/add_avail(var/amount)
if(..(amount))
powernet.smes_newavail += amount
return 1
return 0
/obj/machinery/power/smes/disconnect_terminal(var/obj/machinery/power/terminal/term)
terminals -= term
term.master = null
/obj/machinery/power/smes/update_icon()
cut_overlays()
if(stat & BROKEN) return
@@ -113,48 +120,67 @@
/obj/machinery/power/smes/proc/chargedisplay()
return round(5.5*charge/(capacity ? capacity : 5e6))
/obj/machinery/power/smes/proc/input_power(var/percentage, var/obj/machinery/power/terminal/term)
var/to_input = target_load * (percentage/100)
to_input = between(0, to_input, target_load)
if(percentage == 100)
inputting = 2
else if(percentage)
inputting = 1
// else inputting = 0, as set in process()
var/inputted = term.powernet.draw_power(min(to_input, input_level - input_available))
add_charge(inputted)
input_available += inputted
// Mostly in place due to child types that may store power in other way (PSUs)
/obj/machinery/power/smes/proc/add_charge(var/amount)
charge += amount*SMESRATE
/obj/machinery/power/smes/proc/remove_charge(var/amount)
charge -= amount*SMESRATE
/obj/machinery/power/smes/process()
if(stat & BROKEN) return
//store machine state to see if we need to update the icon overlays
var/last_disp = chargedisplay()
var/last_chrg = inputting
var/last_onln = outputting
//inputting
if(input_attempt && (!input_pulsed && !input_cut) && !grid_check)
var/target_load = min((capacity-charge)/SMESRATE, input_level) // charge at set rate, limited to spare capacity
var/actual_load = draw_power(target_load) // add the load to the terminal side network
charge += actual_load * SMESRATE // increase the charge
if (actual_load >= target_load) // Did we charge at full rate?
inputting = 2
else if (actual_load) // If not, did we charge at least partially?
inputting = 1
else // Or not at all?
inputting = 0
//outputting
if(outputting && (!output_pulsed && !output_cut) && !grid_check)
output_used = min( charge/SMESRATE, output_level) //limit output to that stored
charge -= output_used*SMESRATE // reduce the storage (may be recovered in /restore() if excessive)
add_avail(output_used) // add output to powernet (smes side)
else if(output_attempt && output_level > 0)
outputting = 1
else
output_used = 0
// only update icon if state changed
if(last_disp != chargedisplay() || last_chrg != inputting || last_onln != outputting)
update_icon()
//store machine state to see if we need to update the icon overlays
last_disp = chargedisplay()
last_chrg = inputting
last_onln = outputting
input_available = 0
//inputting
if(input_attempt && (!input_pulsed && !input_cut) && !grid_check)
target_load = min((capacity-charge)/SMESRATE, input_level) // Amount we will request from the powernet.
var/input_available = FALSE
for(var/obj/machinery/power/terminal/term in terminals)
if(!term.powernet)
continue
input_available = TRUE
term.powernet.smes_demand += target_load
term.powernet.inputting.Add(term)
if(!input_available)
target_load = 0 // We won't input any power without powernet connection.
inputting = 0
output_used = 0
//outputting
if(output_attempt && (!output_pulsed && !output_cut) && powernet && charge && !grid_check)
output_used = min( charge/SMESRATE, output_level) //limit output to that stored
remove_charge(output_used) // reduce the storage (may be recovered in /restore() if excessive)
add_avail(output_used) // add output to powernet (smes side)
outputting = 2
else if(!powernet || !charge)
outputting = 1
else
output_used = 0
// called after all power processes are finished
// restores charge level to smes if there was excess this ptick
/obj/machinery/power/smes/proc/restore()
/obj/machinery/power/smes/proc/restore(var/percent_load)
if(stat & BROKEN)
return
@@ -162,20 +188,17 @@
output_used = 0
return
var/excess = powernet.netexcess // this was how much wasn't used on the network last ptick, minus any removed by other SMESes
excess = min(output_used, excess) // clamp it to how much was actually output by this SMES last ptick
excess = min((capacity-charge)/SMESRATE, excess) // for safety, also limit recharge by space capacity of SMES (shouldn't happen)
var/total_restore = output_used * (percent_load / 100) // First calculate amount of power used from our output
total_restore = between(0, total_restore, output_used) // Now clamp the value between 0 and actual output, just for clarity.
total_restore = output_used - total_restore // And, at last, subtract used power from outputted power, to get amount of power we will give back to the SMES.
// now recharge this amount
var/clev = chargedisplay()
charge += excess * SMESRATE // restore unused power
powernet.netexcess -= excess // remove the excess from the powernet, so later SMESes don't try to use it
add_charge(total_restore) // restore unused power
powernet.netexcess -= total_restore // remove the excess from the powernet, so later SMESes don't try to use it
output_used -= excess
output_used -= total_restore
if(clev != chargedisplay() ) //if needed updates the icons overlay
update_icon()
@@ -184,7 +207,7 @@
//Will return 1 on failure
/obj/machinery/power/smes/proc/make_terminal(const/mob/user)
if (user.loc == loc)
to_chat(user, "<span class='warning'>You must not be on the same tile as the [src].</span>")
to_chat(user, "<span class='filter_notice'><span class='warning'>You must not be on the same tile as the [src].</span></span>")
return 1
//Direction the terminal will face to
@@ -196,26 +219,42 @@
tempDir = WEST
var/turf/tempLoc = get_step(src, reverse_direction(tempDir))
if (istype(tempLoc, /turf/space))
to_chat(user, "<span class='warning'>You can't build a terminal on space.</span>")
to_chat(user, "<span class='filter_notice'><span class='warning'>You can't build a terminal on space.</span></span>")
return 1
else if (istype(tempLoc))
if(!tempLoc.is_plating())
to_chat(user, "<span class='warning'>You must remove the floor plating first.</span>")
to_chat(user, "<span class='filter_notice'><span class='warning'>You must remove the floor plating first.</span></span>")
return 1
to_chat(user, "<span class='notice'>You start adding cable to the [src].</span>")
if(check_terminal_exists(tempLoc, user, tempDir))
return 1
to_chat(user, "<span class='filter_notice'><span class='notice'>You start adding cable to the [src].</span></span>")
if(do_after(user, 50))
terminal = new /obj/machinery/power/terminal(tempLoc)
terminal.set_dir(tempDir)
terminal.master = src
terminal.connect_to_network()
if(check_terminal_exists(tempLoc, user, tempDir))
return 1
var/obj/machinery/power/terminal/term = new/obj/machinery/power/terminal(tempLoc)
term.set_dir(tempDir)
term.master = src
term.connect_to_network()
terminals |= term
return 0
return 1
/obj/machinery/power/smes/proc/check_terminal_exists(var/turf/location, var/mob/user, var/direction)
for(var/obj/machinery/power/terminal/term in location)
if(term.dir == direction)
to_chat(user, "<span class='filter_notice'><span class='notice'>There is already a terminal here.</span></span>")
return 1
return 0
/obj/machinery/power/smes/draw_power(var/amount)
if(terminal && terminal.powernet)
return terminal.powernet.draw_power(amount)
return 0
var/drained = 0
for(var/obj/machinery/power/terminal/term in terminals)
if(!term.powernet)
continue
if((amount - drained) <= 0)
return 0
drained += term.powernet.draw_power(amount - drained)
return drained
/obj/machinery/power/smes/attack_ai(mob/user)
@@ -228,65 +267,78 @@
/obj/machinery/power/smes/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
if(W.is_screwdriver())
if(!open_hatch)
open_hatch = 1
to_chat(user, "<span class='notice'>You open the maintenance hatch of [src].</span>")
playsound(src, W.usesound, 50, 1)
return 0
else
open_hatch = 0
to_chat(user, "<span class='notice'>You close the maintenance hatch of [src].</span>")
playsound(src, W.usesound, 50, 1)
return 0
if(default_deconstruction_screwdriver(user, W))
return FALSE
if (!open_hatch)
to_chat(user, "<span class='warning'>You need to open access hatch on [src] first!</span>")
return 0
if (!panel_open)
to_chat(user, "<span class='filter_notice'><span class='warning'>You need to open access hatch on [src] first!</span></span>")
return FALSE
if(istype(W, /obj/item/stack/cable_coil) && !terminal && !building_terminal)
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(!WT.isOn())
to_chat(user, "<span class='filter_notice'>Turn on \the [WT] first!</span>")
return FALSE
if(!damage)
to_chat(user, "<span class='filter_notice'>\The [src] is already fully repaired.</span>")
return FALSE
if(WT.remove_fuel(0,user) && do_after(user, damage, src))
to_chat(user, "<span class='filter_notice'>You repair all structural damage to \the [src]</span>")
damage = 0
return FALSE
else if(istype(W, /obj/item/stack/cable_coil) && !building_terminal)
building_terminal = 1
var/obj/item/stack/cable_coil/CC = W
if (CC.get_amount() < 10)
to_chat(user, "<span class='warning'>You need more cables.</span>")
to_chat(user, "<span class='filter_notice'><span class='warning'>You need more cables.</span></span>")
building_terminal = 0
return 0
return FALSE
if (make_terminal(user))
building_terminal = 0
return 0
return FALSE
building_terminal = 0
CC.use(10)
user.visible_message(\
"<span class='notice'>[user.name] has added cables to the [src].</span>",\
"<span class='notice'>You added cables to the [src].</span>")
"<span class='filter_notice'><span class='notice'>[user.name] has added cables to the [src].</span></span>",\
"<span class='filter_notice'><span class='notice'>You added cables to the [src].</span></span>")
stat = 0
return 0
return FALSE
else if(W.is_wirecutter() && terminal && !building_terminal)
building_terminal = 1
var/turf/tempTDir = terminal.loc
else if(W.is_wirecutter() && !building_terminal)
building_terminal = TRUE
var/obj/machinery/power/terminal/term
for(var/obj/machinery/power/terminal/T in get_turf(user))
if(T.master == src)
term = T
break
if(!term)
to_chat(user, "<span class='filter_notice'><span class='warning'>There is no terminal on this tile.</span></span>")
building_terminal = FALSE
return FALSE
var/turf/tempTDir = get_turf(term)
if (istype(tempTDir))
if(!tempTDir.is_plating())
to_chat(user, "<span class='warning'>You must remove the floor plating first.</span>")
to_chat(user, "<span class='filter_notice'><span class='warning'>You must remove the floor plating first.</span></span>")
else
to_chat(user, "<span class='notice'>You begin to cut the cables...</span>")
to_chat(user, "<span class='filter_notice'><span class='notice'>You begin to cut the cables...</span></span>")
playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 50 * W.toolspeed))
if (prob(50) && electrocute_mob(usr, terminal.powernet, terminal))
if (prob(50) && electrocute_mob(usr, term.powernet, term))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
building_terminal = 0
building_terminal = FALSE
if(usr.stunned)
return 0
return FALSE
new /obj/item/stack/cable_coil(loc,10)
user.visible_message(\
"<span class='notice'>[user.name] cut the cables and dismantled the power terminal.</span>",\
"<span class='notice'>You cut the cables and dismantle the power terminal.</span>")
qdel(terminal)
building_terminal = 0
return 0
return 1
"<span class='filter_notice'><span class='notice'>[user.name] cut the cables and dismantled the power terminal.</span></span>",\
"<span class='filter_notice'><span class='notice'>You cut the cables and dismantle the power terminal.</span></span>")
terminals -= term
qdel(term)
building_terminal = FALSE
return FALSE
return TRUE
/obj/machinery/power/smes/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
@@ -303,21 +355,12 @@
data["chargeMode"] = input_attempt
data["chargeLevel"] = round(input_level/1000, 0.1)
data["chargeMax"] = round(input_level_max/1000)
if (terminal && terminal.powernet)
data["chargeLoad"] = round(terminal.powernet.avail/1000, 0.1)
else
data["chargeLoad"] = 0
data["chargeLoad"] = round(input_available/1000, 0.1)
data["outputOnline"] = output_attempt
data["outputLevel"] = round(output_level/1000, 0.1)
data["outputMax"] = round(output_level_max/1000)
data["outputLoad"] = round(output_used/1000, 0.1)
if(outputting)
data["outputting"] = 2 // smes is outputting
else if(!outputting && output_attempt)
data["outputting"] = 1 // smes is online but not outputting because it's charge level is too low
else
data["outputting"] = 0 // smes is not outputting
data["outputting"] = outputting
// update the ui if it exists, returns null if no ui is passed/found
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
@@ -333,6 +376,8 @@
ui.set_auto_update(1)
/obj/machinery/power/smes/proc/Percentage()
if(!capacity)
return 0
return round(100.0*charge/capacity, 0.1)
/obj/machinery/power/smes/Topic(href, href_list)
@@ -342,10 +387,11 @@
if( href_list["cmode"] )
inputting(!input_attempt)
update_icon()
return 1
else if( href_list["online"] )
outputting(!output_attempt)
update_icon()
return 1
else if( href_list["input"] )
switch( href_list["input"] )
if("min")
@@ -355,7 +401,7 @@
if("set")
input_level = (input(usr, "Enter new input level (0-[input_level_max/1000] kW)", "SMES Input Power Control", input_level/1000) as num) * 1000
input_level = max(0, min(input_level_max, input_level)) // clamp to range
return 1
else if( href_list["output"] )
switch( href_list["output"] )
if("min")
@@ -365,42 +411,7 @@
if("set")
output_level = (input(usr, "Enter new output level (0-[output_level_max/1000] kW)", "SMES Output Power Control", output_level/1000) as num) * 1000
output_level = max(0, min(output_level_max, output_level)) // clamp to range
investigate_log("input/output; <font color='[input_level>output_level?"green":"red"][input_level]/[output_level]</font> | Output-mode: [output_attempt?"<font color='green'>on</font>":"<font color='red'>off</font>"] | Input-mode: [input_attempt?"<font color='green'>auto</font>":"<font color='red'>off</font>"] by [usr.key]","singulo")
log_game("SMES([x],[y],[z]) [key_name(usr)] changed settings: I:[input_level]([input_attempt]), O:[output_level]([output_attempt])")
return 1
/obj/machinery/power/smes/proc/ion_act()
if(src.z in using_map.station_levels)
if(prob(1)) //explosion
for(var/mob/M in viewers(src))
M.show_message("<font color='red'>The [src.name] is making strange noises!</font>", 3, "<font color='red'>You hear sizzling electronics.</font>", 2)
sleep(10*pick(4,5,6,7,10,14))
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
smoke.set_up(3, 0, src.loc)
smoke.attach(src)
smoke.start()
explosion(src.loc, -1, 0, 1, 3, 1, 0)
qdel(src)
return
if(prob(15)) //Power drain
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
if(prob(25))
emp_act(1)
else if(prob(25))
emp_act(2)
else if(prob(25))
emp_act(3)
else
emp_act(4)
if(prob(5)) //smoke only
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
smoke.set_up(3, 0, src.loc)
smoke.attach(src)
smoke.start()
return 1
/obj/machinery/power/smes/proc/inputting(var/do_input)
input_attempt = do_input
@@ -412,6 +423,21 @@
if(!output_attempt)
outputting = 0
/obj/machinery/power/smes/take_damage(var/amount)
amount = max(0, round(amount))
damage += amount
if(damage > maxdamage)
visible_message("<span class='filter_notice'><span class='danger'>\The [src] explodes in large shower of sparks and smoke!</span></span>")
// Depending on stored charge percentage cause damage.
switch(Percentage())
if(75 to INFINITY)
explosion(get_turf(src), 1, 2, 4)
if(40 to 74)
explosion(get_turf(src), 0, 2, 3)
if(5 to 39)
explosion(get_turf(src), 0, 1, 2)
qdel(src) // Either way we want to ensure the SMES is deleted.
/obj/machinery/power/smes/emp_act(severity)
inputting(rand(0,1))
outputting(rand(0,1))
@@ -423,13 +449,27 @@
update_icon()
..()
/obj/machinery/power/smes/magical
name = "magical power storage unit"
desc = "A high-capacity superconducting magnetic energy storage (SMES) unit. Magically produces power."
capacity = 9000000
output_level = 250000
should_be_mapped = 1
/obj/machinery/power/smes/bullet_act(var/obj/item/projectile/Proj)
if(Proj.damage_type == BRUTE || Proj.damage_type == BURN)
take_damage(Proj.damage)
/obj/machinery/power/smes/magical/process()
charge = 5000000
/obj/machinery/power/smes/ex_act(var/severity)
// Two strong explosions will destroy a SMES.
// Given the SMES creates another explosion on it's destruction it sounds fairly reasonable.
take_damage(250 / severity)
/obj/machinery/power/smes/examine(var/mob/user)
..()
to_chat(user, "<span class='filter_notice'>The service hatch is [panel_open ? "open" : "closed"].</span>")
if(!damage)
return
var/damage_percentage = round((damage / maxdamage) * 100)
switch(damage_percentage)
if(75 to INFINITY)
to_chat(user, "<span class='filter_notice'><span class='danger'>It's casing is severely damaged, and sparking circuitry may be seen through the holes!</span></span>")
if(50 to 74)
to_chat(user, "<span class='filter_notice'><span class='notice'>It's casing is considerably damaged, and some of the internal circuits appear to be exposed!</span></span>")
if(25 to 49)
to_chat(user, "<span class='filter_notice'><span class='notice'>It's casing is quite seriously damaged.</span></span>")
if(0 to 24)
to_chat(user, "<span class='filter_notice'>It's casing has some minor damage.</span>")
+3 -3
View File
@@ -113,7 +113,7 @@
to_chat(usr, "<span class='warning'>Connection error: Destination Unreachable.</span>")
// Cyborgs standing next to the SMES can play with the wiring.
if(istype(usr, /mob/living/silicon/robot) && Adjacent(usr) && open_hatch)
if(istype(usr, /mob/living/silicon/robot) && Adjacent(usr) && panel_open)
wires.Interact(usr)
// Proc: New()
@@ -136,7 +136,7 @@
// Description: Opens the UI as usual, and if cover is removed opens the wiring panel.
/obj/machinery/power/smes/buildable/attack_hand()
..()
if(open_hatch)
if(panel_open)
wires.Interact(usr)
// Proc: recalc_coils()
@@ -329,7 +329,7 @@
// Crowbar - Disassemble the SMES.
if(W.is_crowbar())
if (terminal)
if (terminals.len)
to_chat(user, "<span class='warning'>You have to disassemble the terminal first!</span>")
return
+1 -1
View File
@@ -22,7 +22,7 @@
/obj/machinery/power/terminal/Destroy()
if(master)
master.disconnect_terminal()
master.disconnect_terminal(src)
master = null
return ..()
+10
View File
@@ -0,0 +1,10 @@
author: atlantiscze
delete-after: True
changes:
- rscadd: "SMES units now have automatic load balancing both on inputs and outputs"
- rscadd: "SMES units (and derived objects, such as PSUs) can now have more than one input terminal. This allows for input from more otherwise isolated power networks."
- tweak: "Completely redesigned cell rack PSUs, removed ghetto variant. Cell rack PSUs now support multiple power cells and hot-swapping of cells during operation. This allows for either charging multiple cells at once in one device (directly from power cable) or for powering up various machinery with only a power cell. They are still inferior to SMESes in pretty much all aspects."
- tweak: "Multitool on a cable now shows nicer results with large currents (uses kW or MW accordingly)"
- tweak: "Multitool may be now used to change colour of cable coils."
Binary file not shown.

After

Width:  |  Height:  |  Size: 819 B

+1 -1
View File
@@ -24,7 +24,7 @@
"x" = (/obj/machinery/alarm{dir = 4; icon_state = "alarm0"; pixel_x = -22},/obj/machinery/light{icon_state = "tube1"; dir = 8},/obj/machinery/disposal,/obj/structure/disposalpipe/trunk{ icon_state = "pipe-t"; dir = 1},/turf/simulated/floor/tiled/dark,/area/aisat_interior)
"y" = (/obj/machinery/light{icon_state = "tube1"; dir = 4},/turf/simulated/floor/tiled/dark,/area/aisat_interior)
"z" = (/obj/machinery/light_switch,/turf/simulated/wall,/area/aisat_interior)
"A" = (/obj/machinery/power/fractal_reactor,/obj/structure/cable/yellow{d2 = 4; icon_state = "0-4"},/obj/machinery/light{icon_state = "tube1"; dir = 8},/turf/simulated/floor/tiled/dark,/area/aisat_interior)
"A" = (/obj/machinery/power/debug_items/infinite_generator,/obj/structure/cable/yellow{d2 = 4; icon_state = "0-4"},/obj/machinery/light{icon_state = "tube1"; dir = 8},/turf/simulated/floor/tiled/dark,/area/aisat_interior)
"B" = (/obj/structure/cable/yellow{d1 = 4; d2 = 8; icon_state = "4-8"},/turf/simulated/floor/tiled/dark,/area/aisat_interior)
"C" = (/obj/machinery/power/apc{dir = 4; name = "east bump"; pixel_x = 24},/obj/structure/cable/yellow{d2 = 8; icon_state = "0-8"},/obj/structure/cable/yellow{d1 = 2; d2 = 8; icon_state = "2-8"},/obj/machinery/light{icon_state = "tube1"; dir = 4},/turf/simulated/floor/tiled/dark,/area/aisat_interior)
"D" = (/obj/structure/cable/yellow{d1 = 1; d2 = 2; icon_state = "1-2"},/obj/effect/floor_decal/corner/lime/diagonal,/turf/simulated/floor/tiled/dark,/area/aisat_interior)
+58
View File
@@ -0,0 +1,58 @@
<div class='item'>
<div class='itemLabel'>
Current mode:
</div>
<div class='itemContent'>
{{if data.mode == 1}}
OUTPUT ONLY
{{else data.mode == 2}}
INPUT ONLY
{{else data.mode == 3}}
INPUT AND OUTPUT
{{else}}
OFFLINE
{{/if}}
</div>
<div class='itemLabel'>
Input status:
</div>
<div class='itemContent'>
{{:data.input_load}} / {{:data.transfer_max}} W
</div>
<div class='itemLabel'>
Output status:
</div>
<div class='itemContent'>
{{:data.output_load}} / {{:data.transfer_max}} W
</div>
<div class='itemLabel'>
Control panel:
</div>
<div class='itemContent'>
{{:helper.link('OFF', null, { "disable" : 1 }, (data.mode == 0) ? 'disabled' : null)}}
{{:helper.link('OUT', null, { "enable" : 1 }, (data.mode == 1) ? 'disabled' : null)}}
{{:helper.link('IN', null, { "enable" : 2 }, (data.mode == 2) ? 'disabled' : null)}}
{{:helper.link('IN/OUT', null, { "enable" : 3 }, (data.mode == 3) ? 'disabled' : null)}}
{{if data.equalise}}
{{:helper.link('EQ', null, { "equaliseoff" : 1 }, null, data.blink_tick ? 'yellowButton' : 'redButton')}}
{{else}}
{{:helper.link('EQ', null, { "equaliseon" : 1 })}}
{{/if}}
</div>
</div>
<hr>
<table>
{{for data.cells_list}}
<tr>
<td>Cell {{:value.slot}}
{{if value.used}}
<td>{{:helper.displayBar(value.percentage, 0, 100, 'good')}}
<td>{{:value.percentage}} %
<td>{{:helper.link('E', null, { "ejectcell" : value.id })}}
{{else}}
<td>{{:helper.displayBar(100, 0, 100, 'bad')}}
<td>N/C
<td>{{:helper.link('E', null, {}, 'disabled')}}
{{/if}}
{{/for}}
</table>
+1 -1
View File
@@ -2983,7 +2983,7 @@
#include "code\modules\power\cable_ender.dm"
#include "code\modules\power\cable_heavyduty.dm"
#include "code\modules\power\cell.dm"
#include "code\modules\power\fractal_reactor.dm"
#include "code\modules\power\debug_items.dm"
#include "code\modules\power\generator.dm"
#include "code\modules\power\generator_type2.dm"
#include "code\modules\power\gravitygenerator_vr.dm"