Adds Breaker Box

- Basically, reworked powerswitch. Powerswitch was commented out and this commit removes it completely, as Breaker Box is partially using it's code.
- Breaker box is device designed for advanced grid control. Allows you to connect/disconnect wires WITHOUT having to cut them manually.
- This update mostly improves interaction, and adds AI support (as i already saw many AIs which are actually good in balancing things. This will help them a bit. Engineers can do it manually too.)
This commit is contained in:
Atlantiscze
2014-08-29 20:21:46 +02:00
parent 4ceb7dbd55
commit e1b38f9d38
5 changed files with 95 additions and 90 deletions
+90
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@@ -0,0 +1,90 @@
// Updated version of old powerswitch by Atlantis
// Has better texture, and is now considered electronic device
// AI has ability to toggle it in 5 seconds
// Humans need 30 seconds (AI is faster when it comes to complex electronics)
// Used for advanced grid control (read: Substations)
/obj/structure/breakerbox
name = "Breaker Box"
desc = "Large panel with breakers used to control connected power circuits."
icon = 'icons/obj/power.dmi'
icon_state = "bbox_off"
var/icon_state_on = "bbox_on"
var/icon_state_off = "bbox_off"
flags = FPRINT
density = 1
anchored = 1
var/on = 0
var/busy = 0
/obj/structure/breakerbox/examine()
..()
usr << "Large machine with heavy duty switching circuits used for advanced grid control"
if(on)
usr << "\green It seems to be online."
else
usr << "\red It seems to be offline"
/obj/structure/breakerbox/attack_ai(mob/user)
if(busy)
user << "\red System is busy. Please wait until current operation is finished before changing power settings."
return
..()
busy = 1
user << "\green Updating power settings.."
if(do_after(user, 50)) //5s for AI as AIs can manipulate electronics much faster.
set_state(!on)
user << "\green Update Completed. New setting:[on ? "on": "off"]"
busy = 0
/obj/structure/breakerbox/attack_hand(mob/user)
if(busy)
user << "\red System is busy. Please wait until current operation is finished before changing power settings."
return
..()
busy = 1
for(var/mob/O in viewers(user))
O.show_message(text("\red [user] started reprogramming [src]!"), 1)
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.
set_state(!on)
for(var/mob/O in viewers(user))
O.show_message(text("\red [user] finished reprogramming the [src]!"), 1)
busy = 0
/obj/structure/breakerbox/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.breaker_box = src
var/datum/powernet/PN = new()
PN.number = powernets.len + 1
powernets += PN
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)
+4 -4
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@@ -36,7 +36,7 @@
var/d2 = 1
layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
color = COLOR_RED
var/obj/structure/powerswitch/power_switch
var/obj/structure/breakerbox/breaker_box
/obj/structure/cable/yellow
color = COLOR_YELLOW
@@ -117,9 +117,9 @@
return
///// Z-Level Stuff
// if(power_switch)
// user << "\red This piece of cable is tied to a power switch. Flip the switch to remove it."
// return
if(breaker_box)
user << "\red This cable is connected to nearby breaker box. Use breaker box to interact with it."
return
if (shock(user, 50))
return
-85
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@@ -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)
*/