diff --git a/code/controllers/master_controller.dm b/code/controllers/master_controller.dm index bb5a3e48b04..25cccde7710 100644 --- a/code/controllers/master_controller.dm +++ b/code/controllers/master_controller.dm @@ -328,6 +328,11 @@ datum/controller/game_controller/proc/process_pipenets() for(var/datum/powernet/Powernet in powernets) Powernet.reset() + // This is necessary to ensure powersinks are always the first devices that drain power from powernet. + // Otherwise APCs or other stuff go first, resulting in bad things happening. + for(var/obj/item/device/powersink/S in processing_objects) + S.drain() + datum/controller/game_controller/proc/process_nano() last_thing_processed = /datum/nanoui var/i = 1 diff --git a/code/game/objects/items/devices/powersink.dm b/code/game/objects/items/devices/powersink.dm index 8b2469d2dd4..4acd673ca60 100644 --- a/code/game/objects/items/devices/powersink.dm +++ b/code/game/objects/items/devices/powersink.dm @@ -14,108 +14,109 @@ matter = list("metal" = 750,"waste" = 750) origin_tech = "powerstorage=3;syndicate=5" - var/drain_rate = 1000000 // amount of power to drain per tick - var/dissipation_rate = 20000 - var/power_drained = 0 // has drained this much power - var/max_power = 5e9 // maximum power that can be drained before exploding - var/mode = 0 // 0 = off, 1=clamped (off), 2=operating - + var/drain_rate = 1500000 // amount of power to drain per tick + var/apc_drain_rate = 5000 // Max. amount drained from single APC. In Watts. + var/dissipation_rate = 20000 // Passive dissipation of drained power. In Watts. + var/power_drained = 0 // Amount of power drained. + var/max_power = 5e9 // Detonation point. + var/mode = 0 // 0 = off, 1=clamped (off), 2=operating + var/drained_this_tick = 0 // This is unfortunately necessary to ensure we process powersinks BEFORE other machinery such as APCs. + var/datum/powernet/PN // Our powernet var/obj/structure/cable/attached // the attached cable - attackby(var/obj/item/I, var/mob/user) - if(istype(I, /obj/item/weapon/screwdriver)) - if(mode == 0) - var/turf/T = loc - if(isturf(T) && !T.intact) - attached = locate() in T - if(!attached) - user << "No exposed cable here to attach to." - return - else - anchored = 1 - mode = 1 - user << "You attach the device to the cable." - for(var/mob/M in viewers(user)) - if(M == user) continue - M << "[user] attaches the power sink to the cable." - return +/obj/item/device/powersink/attackby(var/obj/item/I, var/mob/user) + if(istype(I, /obj/item/weapon/screwdriver)) + if(mode == 0) + var/turf/T = loc + if(isturf(T) && !T.intact) + attached = locate() in T + if(!attached) + user << "No exposed cable here to attach to." + return else - user << "Device must be placed over an exposed cable to attach to it." + anchored = 1 + mode = 1 + src.visible_message("[user] attaches [src] to the cable!") return else - if (mode == 2) - processing_objects.Remove(src) // Now the power sink actually stops draining the station's power if you unhook it. --NeoFite - anchored = 0 - mode = 0 - user << "You detach the device from the cable." - for(var/mob/M in viewers(user)) - if(M == user) continue - M << "[user] detaches the power sink from the cable." - SetLuminosity(0) - icon_state = "powersink0" - + user << "Device must be placed over an exposed cable to attach to it." return else - ..() + if (mode == 2) + processing_objects.Remove(src) // Now the power sink actually stops draining the station's power if you unhook it. --NeoFite + anchored = 0 + mode = 0 + src.visible_message("[user] detaches [src] from the cable!") + SetLuminosity(0) + icon_state = "powersink0" - attack_ai() + return + else + ..() + +/obj/item/device/powersink/attack_ai() + return + +/obj/item/device/powersink/attack_hand(var/mob/user) + switch(mode) + if(0) + ..() + if(1) + src.visible_message("[user] activates [src]!") + mode = 2 + icon_state = "powersink1" + processing_objects.Add(src) + if(2) //This switch option wasn't originally included. It exists now. --NeoFite + src.visible_message("[user] deactivates [src]!") + mode = 1 + SetLuminosity(0) + icon_state = "powersink0" + processing_objects.Remove(src) + +/obj/item/device/powersink/proc/drain() + if(!attached) return - attack_hand(var/mob/user) - switch(mode) - if(0) - ..() + if(drained_this_tick) + return - if(1) - user << "You activate the device!" - for(var/mob/M in viewers(user)) - if(M == user) continue - M << "[user] activates the power sink!" - mode = 2 - icon_state = "powersink1" - processing_objects.Add(src) + var/drained = 0 - if(2) //This switch option wasn't originally included. It exists now. --NeoFite - user << "You deactivate the device!" - for(var/mob/M in viewers(user)) - if(M == user) continue - M << "[user] deactivates the power sink!" - mode = 1 - SetLuminosity(0) - icon_state = "powersink0" - processing_objects.Remove(src) + if(!PN) + return - process() - power_drained -= min(dissipation_rate, power_drained) - if(attached) - var/datum/powernet/PN = attached.get_powernet() - if(PN) - SetLuminosity(12) - PN.trigger_warning() - // found a powernet, so drain up to max power from it - var/drained = PN.draw_power(drain_rate) - - // if tried to drain more than available on powernet - // now look for APCs and drain their cells - if(drained < drain_rate) - for(var/obj/machinery/power/terminal/T in PN.nodes) - // Enough power drained this tick, no need to torture more APCs - if(drained >= drain_rate) - break - if(istype(T.master, /obj/machinery/power/apc)) - var/obj/machinery/power/apc/A = T.master - if(A.operating && A.cell) - var/cur_charge = A.cell.charge / CELLRATE - var/drain_val = min(2000, cur_charge) - - A.cell.use(drain_val * CELLRATE) - drained += drain_val + SetLuminosity(12) + PN.trigger_warning() + // found a powernet, so drain up to max power from it + drained = PN.draw_power(drain_rate) + // if tried to drain more than available on powernet + // now look for APCs and drain their cells + if(drained < drain_rate) + for(var/obj/machinery/power/terminal/T in PN.nodes) + // Enough power drained this tick, no need to torture more APCs + if(drained >= drain_rate) + break + if(istype(T.master, /obj/machinery/power/apc)) + var/obj/machinery/power/apc/A = T.master + if(A.operating && A.cell) + var/cur_charge = A.cell.charge / CELLRATE + var/drain_val = min(apc_drain_rate, cur_charge) + A.cell.use(drain_val * CELLRATE) + drained += drain_val + power_drained += drained - if(power_drained > max_power * 0.95) - playsound(src, 'sound/effects/screech.ogg', 100, 1, 1) - if(power_drained >= max_power) - processing_objects.Remove(src) - explosion(src.loc, 3,6,9,12) - del(src) +/obj/item/device/powersink/process() + drained_this_tick = 0 + power_drained -= min(dissipation_rate, power_drained) + if(power_drained > max_power * 0.95) + playsound(src, 'sound/effects/screech.ogg', 100, 1, 1) + if(power_drained >= max_power) + processing_objects.Remove(src) + explosion(src.loc, 3,6,9,12) + del(src) + if(attached && attached.powernet) + PN = attached.powernet + else + PN = null \ No newline at end of file