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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:
@@ -0,0 +1,90 @@
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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/structure/breakerbox
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name = "Breaker Box"
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desc = "Large panel with breakers used to control connected power circuits."
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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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/obj/structure/breakerbox/examine()
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..()
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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/structure/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/structure/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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for(var/mob/O in viewers(user))
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O.show_message(text("\red [user] finished reprogramming the [src]!"), 1)
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busy = 0
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/obj/structure/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 list(1,2,4,8,5,6,9,10))
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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/structure/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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@@ -1,85 +0,0 @@
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//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.
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//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
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//with wirecutters. When the switch is turned off it removes all the cables on the tile it's on.
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//The switch uses a 5s delay to prevent powernet change spamming.
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/*
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/obj/structure/powerswitch
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name = "power switch"
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desc = "A switch that controls power."
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icon = 'icons/obj/power.dmi'
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icon_state = "switch-dbl-up"
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var/icon_state_on = "switch-dbl-down"
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var/icon_state_off = "switch-dbl-up"
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flags = FPRINT
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density = 0
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anchored = 1
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var/on = 0 //up is off, down is on
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var/busy = 0 //set to 1 when you start pulling
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/obj/structure/powerswitch/simple
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icon_state = "switch-up"
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icon_state_on = "switch-down"
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icon_state_off = "switch-up"
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/obj/structure/powerswitch/examine()
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..()
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if(on)
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usr << "The switch is in the on position"
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else
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usr << "The switch is in the off position"
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/obj/structure/powerswitch/attack_ai(mob/user)
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user << "\red You're an AI. This is a manual switch. It's not going to work."
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return
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/obj/structure/powerswitch/attack_hand(mob/user)
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if(busy)
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user << "\red This switch is already being toggled."
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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 pulling the [src]."), 1)
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if(do_after(user, 50))
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set_state(!on)
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for(var/mob/O in viewers(user))
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O.show_message(text("\red [user] flipped the [src] into the [on ? "on": "off"] position."), 1)
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busy = 0
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/obj/structure/powerswitch/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 list(1,2,4,8,5,6,9,10))
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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.power_switch = 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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C.netnum = PN.number
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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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*/
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