mirror of
https://github.com/VOREStation/VOREStation.git
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Merge branch 'atlantiscze-engineering-substations' into dev
This commit is contained in:
+2
-1
@@ -1126,11 +1126,13 @@
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#include "code\modules\paperwork\stamps.dm"
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#include "code\modules\power\apc.dm"
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#include "code\modules\power\batteryrack.dm"
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#include "code\modules\power\breaker_box.dm"
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#include "code\modules\power\cable.dm"
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#include "code\modules\power\cable_heavyduty.dm"
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#include "code\modules\power\cable_logic.dm"
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#include "code\modules\power\cell.dm"
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#include "code\modules\power\engine.dm"
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#include "code\modules\power\fractal_reactor.dm"
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#include "code\modules\power\generator.dm"
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#include "code\modules\power\generator_type2.dm"
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#include "code\modules\power\gravitygenerator.dm"
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@@ -1141,7 +1143,6 @@
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#include "code\modules\power\profiling.dm"
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#include "code\modules\power\smes.dm"
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#include "code\modules\power\solar.dm"
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#include "code\modules\power\switch.dm"
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#include "code\modules\power\terminal.dm"
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#include "code\modules\power\tracker.dm"
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#include "code\modules\power\turbine.dm"
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@@ -436,6 +436,14 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
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containername = "Wooden planks crate"
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group = "Engineering"
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/datum/supply_packs/smescoil
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name = "Superconducting Magnetic Coil"
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contains = list(/obj/item/weapon/smes_coil)
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cost = 75
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containertype = /obj/structure/closet/crate
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containername = "Superconducting Magnetic Coil crate"
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group = "Engineering"
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/datum/supply_packs/electrical
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name = "Electrical maintenance crate"
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contains = list(/obj/item/weapon/storage/toolbox/electrical,
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@@ -700,6 +700,33 @@ var/list/ghostteleportlocs = list()
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name = "\improper EVA Hallway"
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icon_state = "eva"
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// SUBSTATIONS (Subtype of maint, that should let them serve as shielded area during radstorm)
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/area/maintenance/substation
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name = "Substation"
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icon_state = "substation"
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/area/maintenance/substation/engineering // Probably will be connected to engineering SMES room, as wires cannot be crossed properly without them sharing powernets.
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name = "Engineering Substation"
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/area/maintenance/substation/medical_science // Medbay and Science. Each has it's own separated machinery, but it originates from the same room.
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name = "Medical Research Substation"
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/area/maintenance/substation/civilian_east // Bar, kitchen, dorms, ...
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name = "Civilian East Substation"
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/area/maintenance/substation/civilian_west // Cargo, PTS, locker room, probably arrivals, ...)
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name = "Civilian West Substation"
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/area/maintenance/substation/command // AI and central cluster. This one will be between HoP office and meeting room (probably).
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name = "Command Substation"
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/area/maintenance/substation/security // Security, Brig, Permabrig, etc.
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name = "Security Substation"
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//Hallway
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/area/hallway/primary/fore
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@@ -32,6 +32,28 @@
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var/cells_amount = 0
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var/capacitors_amount = 0
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// Smaller capacity, but higher I/O
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// Starts fully charged, as it's used in substations. This replaces Engineering SMESs round start charge.
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/obj/machinery/power/smes/batteryrack/substation
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name = "Substation PSU"
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desc = "A rack of power cells working as a PSU. This one seems to be equipped for higher power loads."
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output = 150000
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chargelevel = 150000
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online = 1
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// One high capacity cell, two regular cells. Lots of room for engineer upgrades
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// Also five basic capacitors. Again, upgradeable.
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/obj/machinery/power/smes/batteryrack/substation/add_parts()
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component_parts = list()
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component_parts += new /obj/item/weapon/circuitboard/batteryrack
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component_parts += new /obj/item/weapon/cell/high
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component_parts += new /obj/item/weapon/cell
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component_parts += new /obj/item/weapon/cell
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component_parts += new /obj/item/weapon/stock_parts/capacitor
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component_parts += new /obj/item/weapon/stock_parts/capacitor
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component_parts += new /obj/item/weapon/stock_parts/capacitor
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component_parts += new /obj/item/weapon/stock_parts/capacitor
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component_parts += new /obj/item/weapon/stock_parts/capacitor
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/obj/machinery/power/smes/batteryrack/New()
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..()
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@@ -224,7 +246,7 @@
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var/load = min((capacity * 1.5 - charge)/SMESRATE, chargelevel) // charge at set rate, limited to spare capacity
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load = add_load(load) // add the load to the terminal side network
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charge += load * SMESRATE // increase the charge
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else // if not enough capacity
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charging = 0 // stop charging
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@@ -0,0 +1,97 @@
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// Updated version of old powerswitch by Atlantis
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// Has better texture, and is now considered electronic device
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// AI has ability to toggle it in 5 seconds
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// Humans need 30 seconds (AI is faster when it comes to complex electronics)
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// Used for advanced grid control (read: Substations)
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/obj/machinery/power/breakerbox
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name = "Breaker Box"
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icon = 'icons/obj/power.dmi'
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icon_state = "bbox_off"
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var/icon_state_on = "bbox_on"
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var/icon_state_off = "bbox_off"
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flags = FPRINT
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density = 1
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anchored = 1
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var/on = 0
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var/busy = 0
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var/directions = list(1,2,4,8,5,6,9,10)
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/obj/machinery/power/breakerbox/activated
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icon_state = "bbox_on"
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// Enabled on server startup. Used in substations to keep them in bypass mode.
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/obj/machinery/power/breakerbox/activated/New()
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set_state(1)
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/obj/machinery/power/breakerbox/examine()
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usr << "Large machine with heavy duty switching circuits used for advanced grid control"
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if(on)
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usr << "\green It seems to be online."
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else
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usr << "\red It seems to be offline"
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/obj/machinery/power/breakerbox/attack_ai(mob/user)
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if(busy)
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user << "\red System is busy. Please wait until current operation is finished before changing power settings."
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return
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..()
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busy = 1
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user << "\green Updating power settings.."
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if(do_after(user, 50)) //5s for AI as AIs can manipulate electronics much faster.
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set_state(!on)
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user << "\green Update Completed. New setting:[on ? "on": "off"]"
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busy = 0
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/obj/machinery/power/breakerbox/attack_hand(mob/user)
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if(busy)
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user << "\red System is busy. Please wait until current operation is finished before changing power settings."
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return
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..()
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busy = 1
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for(var/mob/O in viewers(user))
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O.show_message(text("\red [user] started reprogramming [src]!"), 1)
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if(do_after(user, 300)) // 30s for non-AIs as humans have to manually reprogram it and rapid switching may cause some lag / powernet updates flood. If AIs spam it they can be easily traced.
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set_state(!on)
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user.visible_message(\
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"<span class='notice'>[user.name] [on ? "enabled" : "disabled"] the breaker box!</span>",\
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"<span class='notice'>You [on ? "enabled" : "disabled"] the breaker box!</span>")
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busy = 0
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/obj/machinery/power/breakerbox/proc/set_state(var/state)
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on = state
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if(on)
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icon_state = icon_state_on
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var/list/connection_dirs = list()
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for(var/direction in directions)
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for(var/obj/structure/cable/C in get_step(src,direction))
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if(C.d1 == turn(direction, 180) || C.d2 == turn(direction, 180))
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connection_dirs += direction
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break
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for(var/direction in connection_dirs)
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var/obj/structure/cable/C = new/obj/structure/cable(src.loc)
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C.d1 = 0
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C.d2 = direction
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C.icon_state = "[C.d1]-[C.d2]"
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C.breaker_box = src
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var/datum/powernet/PN = new()
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PN.number = powernets.len + 1
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powernets += PN
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PN.cables += C
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C.mergeConnectedNetworks(C.d2)
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C.mergeConnectedNetworksOnTurf()
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else
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icon_state = icon_state_off
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for(var/obj/structure/cable/C in src.loc)
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del(C)
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@@ -36,7 +36,7 @@
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var/d2 = 1
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layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
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color = COLOR_RED
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var/obj/structure/powerswitch/power_switch
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var/obj/machinery/power/breakerbox/breaker_box
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/obj/structure/cable/yellow
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color = COLOR_YELLOW
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@@ -117,9 +117,9 @@
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return
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///// Z-Level Stuff
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// if(power_switch)
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// user << "\red This piece of cable is tied to a power switch. Flip the switch to remove it."
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// return
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if(breaker_box)
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user << "\red This cable is connected to nearby breaker box. Use breaker box to interact with it."
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return
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if (shock(user, 50))
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return
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@@ -0,0 +1,28 @@
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// ###############################################################################
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// # ITEM: FRACTAL ENERGY REACTOR #
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// # FUNCTION: Generate infinite electricity. Used for map testing. #
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// ###############################################################################
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/obj/machinery/power/fractal_reactor
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name = "Fractal Energy Reactor"
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desc = "This thing drains power from fractal-subspace. (DEBUG ITEM: INFINITE POWERSOURCE FOR MAP TESTING. CONTACT DEVELOPERS IF FOUND.)"
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icon = 'icons/obj/power.dmi'
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icon_state = "tracker" //ICON stolen from solar tracker. There is no need to make new texture for debug item
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anchored = 1
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density = 1
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directwired = 1
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var/power_generation_rate = 2000000 //Defaults to 2MW of power. Should be enough to run SMES charging on full 2 times.
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var/powernet_connection_failed = 0
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// This should be only used on Dev for testing purposes.
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/obj/machinery/power/fractal_reactor/New()
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..()
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world << "<b>\red WARNING: \black Map testing power source activated at: X:[src.loc.x] Y:[src.loc.y] Z:[src.loc.z]</b>"
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/obj/machinery/power/fractal_reactor/process()
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if(!powernet && !powernet_connection_failed)
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if(!connect_to_network())
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powernet_connection_failed = 1
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spawn(150) // Error! Check again in 15 seconds.
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powernet_connection_failed = 0
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add_avail(power_generation_rate)
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+82
-10
@@ -1,8 +1,23 @@
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// the SMES
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// stores power
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#define SMESMAXCHARGELEVEL 200000
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#define SMESMAXOUTPUT 200000
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//Board
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/obj/item/weapon/circuitboard/smes
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name = "Circuit board (SMES Cell)"
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build_path = "/obj/machinery/power/smes"
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board_type = "machine"
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origin_tech = "powerstorage=6;engineering=4" // Board itself is high tech. Coils have to be ordered from cargo or salvaged from existing SMESs.
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frame_desc = "Requires 1 superconducting magnetic coil and 30 wires."
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req_components = list("/obj/item/weapon/smes_coil" = 1, "/obj/item/stack/cable_coil" = 30)
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//Construction Item
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/obj/item/weapon/smes_coil
|
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name = "Superconducting Magnetic Coil"
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desc = "Heavy duty superconducting magnetic coil, mainly used in construction of SMES units."
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icon = 'icons/obj/stock_parts.dmi'
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icon_state = "smes_coil" // Just few icons patched together. If someone wants to make better icon, feel free to do so!
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w_class = 4.0 // It's LARGE (backpack size)
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|
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|
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/obj/machinery/power/smes
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name = "power storage unit"
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@@ -11,15 +26,15 @@
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||||
density = 1
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anchored = 1
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use_power = 0
|
||||
var/output = 50000 //Amount of power it tries to output
|
||||
var/output = 0 //Amount of power it tries to output
|
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var/lastout = 0 //Amount of power it actually outputs to the powernet
|
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var/loaddemand = 0 //For use in restore()
|
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var/capacity = 5e6 //Maximum amount of power it can hold
|
||||
var/charge = 1e6 //Current amount of power it holds
|
||||
var/charge = 0 //Current amount of power it holds
|
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var/charging = 0 //1 if it's actually charging, 0 if not
|
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var/chargemode = 0 //1 if it's trying to charge, 0 if not.
|
||||
//var/chargecount = 0
|
||||
var/chargelevel = 50000 //Amount of power it tries to charge from powernet
|
||||
var/chargelevel = 0 //Amount of power it tries to charge from powernet
|
||||
var/online = 1 //1 if it's outputting power, 0 if not.
|
||||
var/name_tag = null
|
||||
var/obj/machinery/power/terminal/terminal = null
|
||||
@@ -29,15 +44,29 @@
|
||||
var/last_online = 0
|
||||
var/open_hatch = 0
|
||||
var/building_terminal = 0 //Suggestions about how to avoid clickspam building several terminals accepted!
|
||||
var/input_level_max = SMESMAXCHARGELEVEL
|
||||
var/output_level_max = SMESMAXOUTPUT
|
||||
var/input_level_max = 250000 // It is now coil amount based, so no need for DEFINE
|
||||
var/output_level_max = 250000
|
||||
|
||||
var/storage_per_coil = 5000000
|
||||
var/IO_per_coil = 250000
|
||||
var/max_coils = 6 //30M capacity, 1.5MW input/output when fully upgraded
|
||||
var/cur_coils = 1 // Current amount of installed coils
|
||||
|
||||
/obj/machinery/power/smes/New()
|
||||
component_parts = list()
|
||||
component_parts += new /obj/item/stack/cable_coil(src,30)
|
||||
component_parts += new /obj/item/weapon/circuitboard/smes(src)
|
||||
|
||||
// Allows for mapped-in SMESs with larger capacity/IO
|
||||
for(var/i = 1, i <= cur_coils, i++)
|
||||
component_parts += new /obj/item/weapon/smes_coil(src)
|
||||
|
||||
..()
|
||||
recalc_coils()
|
||||
spawn(5)
|
||||
if(!powernet)
|
||||
connect_to_network()
|
||||
|
||||
|
||||
dir_loop:
|
||||
for(var/d in cardinal)
|
||||
var/turf/T = get_step(src, d)
|
||||
@@ -54,6 +83,15 @@
|
||||
updateicon()
|
||||
return
|
||||
|
||||
/obj/machinery/power/smes/proc/recalc_coils()
|
||||
if ((cur_coils <= max_coils) && (cur_coils >= 1))
|
||||
capacity = cur_coils * storage_per_coil
|
||||
charge = between(0, charge, capacity)
|
||||
output_level_max = cur_coils * IO_per_coil
|
||||
output = between(0, output, output_level_max)
|
||||
input_level_max = cur_coils * IO_per_coil
|
||||
chargelevel = between(0, chargelevel, input_level_max)
|
||||
|
||||
|
||||
/obj/machinery/power/smes/proc/updateicon()
|
||||
overlays.Cut()
|
||||
@@ -255,6 +293,40 @@
|
||||
del(terminal)
|
||||
building_terminal = 0
|
||||
|
||||
// PSUs have their own code in batteryrack.dm
|
||||
else if(istype(W, /obj/item/weapon/crowbar) && !(istype(src, /obj/machinery/power/smes/batteryrack)))
|
||||
if (charge < (capacity / 100))
|
||||
if (!online && !chargemode)
|
||||
if (!terminal)
|
||||
playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
|
||||
usr << "\red You begin to disassemble the SMES cell!"
|
||||
if (do_after(usr, 100 * cur_coils)) // More coils = takes longer to disassemble. It's complex so largest one with 5 coils will take 50s
|
||||
usr << "\red You have disassembled the SMES cell!"
|
||||
var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
|
||||
M.state = 2
|
||||
M.icon_state = "box_1"
|
||||
for(var/obj/I in component_parts)
|
||||
if(I.reliability != 100 && crit_fail)
|
||||
I.crit_fail = 1
|
||||
I.loc = src.loc
|
||||
del(src)
|
||||
return 1
|
||||
else
|
||||
user << "<span class='warning'>You have to disassemble the terminal first!</span>"
|
||||
else
|
||||
user << "<span class='warning'>Turn off the [src] before dismantling it.</span>"
|
||||
else
|
||||
user << "<span class='warning'>Better let [src] discharge before dismantling it.</span>"
|
||||
else if(istype(W, /obj/item/weapon/smes_coil) && !(istype(src, /obj/machinery/power/smes/batteryrack)))
|
||||
if (cur_coils < max_coils)
|
||||
usr << "You install the coil into the SMES unit!"
|
||||
user.drop_item()
|
||||
cur_coils ++
|
||||
component_parts += W
|
||||
W.loc = src
|
||||
recalc_coils()
|
||||
else
|
||||
usr << "\red You can't insert more coils to this SMES unit!"
|
||||
|
||||
/obj/machinery/power/smes/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
|
||||
|
||||
@@ -388,10 +460,10 @@
|
||||
name = "magical power storage unit"
|
||||
desc = "A high-capacity superconducting magnetic energy storage (SMES) unit. Magically produces power."
|
||||
capacity = 9000000
|
||||
output = SMESMAXOUTPUT
|
||||
output = 250000
|
||||
|
||||
/obj/machinery/power/smes/magical/process()
|
||||
charge = 9000000
|
||||
charge = 5000000
|
||||
..()
|
||||
|
||||
/proc/rate_control(var/S, var/V, var/C, var/Min=1, var/Max=5, var/Limit=null)
|
||||
|
||||
@@ -1,85 +0,0 @@
|
||||
//This is a power switch. When turned on it looks at the cables around the tile that it's on and notes which cables are trying to connect to it.
|
||||
//After it knows this it creates the number of cables from the center to each of the cables attempting to conenct. These cables cannot be removed
|
||||
//with wirecutters. When the switch is turned off it removes all the cables on the tile it's on.
|
||||
//The switch uses a 5s delay to prevent powernet change spamming.
|
||||
/*
|
||||
/obj/structure/powerswitch
|
||||
name = "power switch"
|
||||
desc = "A switch that controls power."
|
||||
icon = 'icons/obj/power.dmi'
|
||||
icon_state = "switch-dbl-up"
|
||||
var/icon_state_on = "switch-dbl-down"
|
||||
var/icon_state_off = "switch-dbl-up"
|
||||
flags = FPRINT
|
||||
density = 0
|
||||
anchored = 1
|
||||
var/on = 0 //up is off, down is on
|
||||
var/busy = 0 //set to 1 when you start pulling
|
||||
|
||||
/obj/structure/powerswitch/simple
|
||||
icon_state = "switch-up"
|
||||
icon_state_on = "switch-down"
|
||||
icon_state_off = "switch-up"
|
||||
|
||||
|
||||
/obj/structure/powerswitch/examine()
|
||||
..()
|
||||
if(on)
|
||||
usr << "The switch is in the on position"
|
||||
else
|
||||
usr << "The switch is in the off position"
|
||||
|
||||
/obj/structure/powerswitch/attack_ai(mob/user)
|
||||
user << "\red You're an AI. This is a manual switch. It's not going to work."
|
||||
return
|
||||
|
||||
/obj/structure/powerswitch/attack_hand(mob/user)
|
||||
|
||||
if(busy)
|
||||
user << "\red This switch is already being toggled."
|
||||
return
|
||||
|
||||
..()
|
||||
|
||||
busy = 1
|
||||
for(var/mob/O in viewers(user))
|
||||
O.show_message(text("\red [user] started pulling the [src]."), 1)
|
||||
|
||||
if(do_after(user, 50))
|
||||
set_state(!on)
|
||||
for(var/mob/O in viewers(user))
|
||||
O.show_message(text("\red [user] flipped the [src] into the [on ? "on": "off"] position."), 1)
|
||||
busy = 0
|
||||
|
||||
/obj/structure/powerswitch/proc/set_state(var/state)
|
||||
on = state
|
||||
if(on)
|
||||
icon_state = icon_state_on
|
||||
var/list/connection_dirs = list()
|
||||
for(var/direction in list(1,2,4,8,5,6,9,10))
|
||||
for(var/obj/structure/cable/C in get_step(src,direction))
|
||||
if(C.d1 == turn(direction, 180) || C.d2 == turn(direction, 180))
|
||||
connection_dirs += direction
|
||||
break
|
||||
|
||||
for(var/direction in connection_dirs)
|
||||
var/obj/structure/cable/C = new/obj/structure/cable(src.loc)
|
||||
C.d1 = 0
|
||||
C.d2 = direction
|
||||
C.icon_state = "[C.d1]-[C.d2]"
|
||||
C.power_switch = src
|
||||
|
||||
var/datum/powernet/PN = new()
|
||||
PN.number = powernets.len + 1
|
||||
powernets += PN
|
||||
C.netnum = PN.number
|
||||
PN.cables += C
|
||||
|
||||
C.mergeConnectedNetworks(C.d2)
|
||||
C.mergeConnectedNetworksOnTurf()
|
||||
|
||||
else
|
||||
icon_state = icon_state_off
|
||||
for(var/obj/structure/cable/C in src.loc)
|
||||
del(C)
|
||||
*/
|
||||
@@ -375,6 +375,16 @@ datum/design/aifixer
|
||||
materials = list("$glass" = 2000, "sacid" = 20)
|
||||
build_path = "/obj/item/weapon/circuitboard/aifixer"
|
||||
|
||||
// VERY VERY EXPENSIVE (needs diamonds and stuff)
|
||||
datum/design/aifixer
|
||||
name = "Circuit Design (SMES Cell)"
|
||||
desc = "Allows for the construction of circuit boards used to build an SMES Cell."
|
||||
id = "smes_cell"
|
||||
req_tech = list("powerstorage" = 7, "engineering" = 5) // Higher than obtained by deconstructing existing boards. Needs more RnD effor to make
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 4000, "sacid" = 40, "$gold" = 1000, "$silver" = 1000, "$diamond" = 500)
|
||||
build_path = "/obj/item/weapon/circuitboard/smes"
|
||||
|
||||
///////////////////////////////////
|
||||
//////////AI Module Disks//////////
|
||||
///////////////////////////////////
|
||||
|
||||
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Reference in New Issue
Block a user