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* no more self callbacks on update fullness * fix missing code * Belly test * import type * full partiy * . * fix preview * in belly to late join * robot nutri * . * . * update export * finish open todos * code cleanup * fix some old slacking * move this to a define * fixing * , * . * Creates a Consume Belly Reagents pref (#10) * Creates a Consume Belly Reagents pref Added a Consume Belly Reagents pref that blocks the consumption of all reagents produced by a belly via reagent containers such as food, drink, beakers, pills, syringes and hyposprays. Seems to work well as intended. * These changes at least do not cause any problems * Missed this one * Reverts reagent_names * _BELLY versions * Fixed typo * . * fix admin spawn mobs bellies * also fix that bug * hints * fix that * . * initial * should be all * that is no longer needed * fluids into hand items I was convinced this was broken until it was pointed out that the item has to be ON THE GROUND to fill it...Instead of in your hand. That seems so convoluted. ARC = active-hand reagent container. IRC = inactive-hand reagent container. * some stuff --------- Co-authored-by: SatinIsle <98125273+SatinIsle@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com>
320 lines
9.4 KiB
Plaintext
320 lines
9.4 KiB
Plaintext
/obj/machinery/power/am_control_unit
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name = "antimatter control unit"
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desc = "This device injects antimatter into connected shielding units, the more antimatter injected the more power produced. Wrench the device to set it up."
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icon = 'icons/obj/machines/antimatter.dmi'
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icon_state = "control"
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anchored = TRUE
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density = TRUE
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use_power = USE_POWER_IDLE
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idle_power_usage = 100
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active_power_usage = 1000
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var/list/obj/machinery/am_shielding/linked_shielding = list()
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var/list/obj/machinery/am_shielding/linked_cores = list()
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var/obj/item/am_containment/fueljar
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var/update_shield_icons = 0
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var/stability = 100
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var/exploding = 0
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var/active = 0//On or not
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var/fuel_injection = 2//How much fuel to inject
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var/shield_icon_delay = 0//delays resetting for a short time
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var/reported_core_efficiency = 0
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var/power_cycle = 0
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var/power_cycle_delay = 4//How many ticks till produce_power is called
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var/stored_core_stability = 0
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var/stored_core_stability_delay = 0
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var/stored_power = 0//Power to deploy per tick
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/obj/machinery/power/am_control_unit/Destroy()//Perhaps damage and run stability checks rather than just qdel on the others
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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qdel(AMS)
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. = ..()
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/obj/machinery/power/am_control_unit/process()
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if(exploding)
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explosion(get_turf(src),8,12,18,12)
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if(src) qdel(src)
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if(update_shield_icons && !shield_icon_delay)
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check_shield_icons()
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update_shield_icons = 0
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if(stat & (NOPOWER|BROKEN) || !active)//can update the icons even without power
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return
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if(!fueljar)//No fuel but we are on, shutdown
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toggle_power()
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//Angry buzz or such here
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return
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add_avail(stored_power)
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power_cycle++
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if(power_cycle >= power_cycle_delay)
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produce_power()
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power_cycle = 0
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return
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/obj/machinery/power/am_control_unit/proc/produce_power()
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playsound(src, 'sound/effects/bang.ogg', 25, 1)
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var/core_power = reported_core_efficiency//Effectively how much fuel we can safely deal with
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if(core_power <= 0) return 0//Something is wrong
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var/core_damage = 0
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var/fuel = fueljar.usefuel(fuel_injection)
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stored_power = (fuel/core_power)*fuel*200000
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//Now check if the cores could deal with it safely, this is done after so you can overload for more power if needed, still a bad idea
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if(fuel > (2*core_power))//More fuel has been put in than the current cores can deal with
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if(prob(50))core_damage = 1//Small chance of damage
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if((fuel-core_power) > 5) core_damage = 5//Now its really starting to overload the cores
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if((fuel-core_power) > 10) core_damage = 20//Welp now you did it, they wont stand much of this
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if(core_damage == 0) return
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for(var/obj/machinery/am_shielding/AMS in linked_cores)
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AMS.stability -= core_damage
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AMS.check_stability(1)
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playsound(src, 'sound/effects/bang.ogg', 50, 1)
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return
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/obj/machinery/power/am_control_unit/emp_act(severity)
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switch(severity)
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if(1)
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if(active) toggle_power()
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stability -= rand(15,30)
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if(2)
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if(active) toggle_power()
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stability -= rand(10,20)
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if(3)
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if(active) toggle_power()
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stability -= rand(8,15)
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if(4)
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if(active) toggle_power()
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stability -= rand(5,10)
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..()
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return 0
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/obj/machinery/power/am_control_unit/ex_act(severity)
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switch(severity)
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if(1.0)
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stability -= 60
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if(2.0)
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stability -= 40
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if(3.0)
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stability -= 20
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check_stability()
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return
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/obj/machinery/power/am_control_unit/bullet_act(var/obj/item/projectile/Proj)
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if(Proj.check_armour != "bullet")
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stability -= Proj.force
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return 0
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/obj/machinery/power/am_control_unit/power_change()
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..()
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if(stat & NOPOWER && active)
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toggle_power()
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return
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/obj/machinery/power/am_control_unit/update_icon()
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if(active) icon_state = "control_on"
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else icon_state = "control"
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//No other icons for it atm
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/obj/machinery/power/am_control_unit/attackby(obj/item/W, mob/user)
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if(!istype(W) || !user) return
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if(W.has_tool_quality(TOOL_WRENCH))
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if(!anchored)
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playsound(src, W.usesound, 75, 1)
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user.visible_message("[user.name] secures the [src.name] to the floor.", \
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"You secure the anchor bolts to the floor.", \
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"You hear a ratchet.")
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src.anchored = TRUE
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connect_to_network()
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else if(!linked_shielding.len > 0)
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playsound(src, W.usesound, 75, 1)
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user.visible_message("[user.name] unsecures the [src.name].", \
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"You remove the anchor bolts.", \
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"You hear a ratchet.")
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src.anchored = FALSE
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disconnect_from_network()
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else
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to_chat(user, span_red("Once bolted and linked to a shielding unit it the [src.name] is unable to be moved!"))
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return
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if(istype(W, /obj/item/am_containment))
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if(fueljar)
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to_chat(user, span_red("There is already a [fueljar] inside!"))
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return
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fueljar = W
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user.remove_from_mob(W)
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W.loc = src
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user.update_icons()
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user.visible_message("[user.name] loads an [W.name] into the [src.name].", \
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"You load an [W.name].", \
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"You hear a thunk.")
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return
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if(W.force >= 20)
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stability -= W.force/2
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check_stability()
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..()
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return
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/obj/machinery/power/am_control_unit/attack_hand(mob/user as mob)
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if(anchored)
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interact(user)
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return
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/obj/machinery/power/am_control_unit/proc/add_shielding(var/obj/machinery/am_shielding/AMS, var/AMS_linking = 0)
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if(!istype(AMS)) return 0
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if(!anchored) return 0
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if(!AMS_linking && !AMS.link_control(src)) return 0
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linked_shielding.Add(AMS)
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update_shield_icons = 1
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return 1
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/obj/machinery/power/am_control_unit/proc/remove_shielding(var/obj/machinery/am_shielding/AMS)
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if(!istype(AMS)) return 0
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linked_shielding.Remove(AMS)
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update_shield_icons = 2
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if(active) toggle_power()
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return 1
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/obj/machinery/power/am_control_unit/proc/check_stability()//TODO: make it break when low also might want to add a way to fix it like a part or such that can be replaced
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if(stability <= 0)
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qdel(src)
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return
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/obj/machinery/power/am_control_unit/proc/toggle_power()
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active = !active
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if(active)
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update_use_power(USE_POWER_ACTIVE)
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visible_message("The [src.name] starts up.")
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else
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update_use_power(USE_POWER_IDLE)
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visible_message("The [src.name] shuts down.")
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update_icon()
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return
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/obj/machinery/power/am_control_unit/proc/check_shield_icons()//Forces icon_update for all shields
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if(shield_icon_delay) return
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shield_icon_delay = 1
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if(update_shield_icons == 2)//2 means to clear everything and rebuild
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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if(AMS.processing) AMS.shutdown_core()
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AMS.control_unit = null
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addtimer(CALLBACK(AMS, TYPE_PROC_REF(/obj/machinery/am_shielding, controllerscan)), 1 SECOND, TIMER_DELETE_ME)
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linked_shielding = list()
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else
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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AMS.update_icon()
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VARSET_IN(src, shield_icon_delay, 0, 2 SECONDS)
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/obj/machinery/power/am_control_unit/proc/check_core_stability()
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if(stored_core_stability_delay || linked_cores.len <= 0) return
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stored_core_stability_delay = 1
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stored_core_stability = 0
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for(var/obj/machinery/am_shielding/AMS in linked_cores)
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stored_core_stability += AMS.stability
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stored_core_stability/=linked_cores.len
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VARSET_IN(src, stored_core_stability_delay, 0, 4 SECONDS)
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return
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/obj/machinery/power/am_control_unit/interact(mob/user)
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if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
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if(!isAI(user))
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user.unset_machine()
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user << browse(null, "window=AMcontrol")
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return
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user.set_machine(src)
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var/dat = ""
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dat += "AntiMatter Control Panel<BR>"
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dat += "<A href='byond://?src=\ref[src];close=1'>Close</A><BR>"
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dat += "<A href='byond://?src=\ref[src];refresh=1'>Refresh</A><BR>"
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dat += "<A href='byond://?src=\ref[src];refreshicons=1'>Force Shielding Update</A><BR><BR>"
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dat += "Status: [(active?"Injecting":"Standby")] <BR>"
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dat += "<A href='byond://?src=\ref[src];togglestatus=1'>Toggle Status</A><BR>"
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dat += "Instability: [stability]%<BR>"
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dat += "Reactor parts: [linked_shielding.len]<BR>"//TODO: perhaps add some sort of stability check
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dat += "Cores: [linked_cores.len]<BR><BR>"
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dat += "-Current Efficiency: [reported_core_efficiency]<BR>"
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dat += "-Average Stability: [stored_core_stability] <A href='byond://?src=\ref[src];refreshstability=1'>(update)</A><BR>"
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dat += "Last Produced: [stored_power]<BR>"
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dat += "Fuel: "
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if(!fueljar)
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dat += "<BR>No fuel receptacle detected."
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else
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dat += "<A href='byond://?src=\ref[src];ejectjar=1'>Eject</A><BR>"
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dat += "- [fueljar.fuel]/[fueljar.fuel_max] Units<BR>"
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dat += "- Injecting: [fuel_injection] units<BR>"
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dat += "- <A href='byond://?src=\ref[src];strengthdown=1'>--</A>|<A href='byond://?src=\ref[src];strengthup=1'>++</A><BR><BR>"
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user << browse("<html>[dat]</html>", "window=AMcontrol;size=420x500")
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onclose(user, "AMcontrol")
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return
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/obj/machinery/power/am_control_unit/Topic(href, href_list)
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..()
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//Ignore input if we are broken or guy is not touching us, AI can control from a ways away
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if(stat & (BROKEN|NOPOWER) || (get_dist(src, usr) > 1 && !isAI(usr)))
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usr.unset_machine()
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usr << browse(null, "window=AMcontrol")
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return
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if(href_list["close"])
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usr << browse(null, "window=AMcontrol")
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usr.unset_machine()
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return
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if(href_list["togglestatus"])
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toggle_power()
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if(href_list["refreshicons"])
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update_shield_icons = 1
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if(href_list["ejectjar"])
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if(fueljar)
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fueljar.loc = src.loc
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fueljar = null
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//fueljar.control_unit = null currently it does not care where it is
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//update_icon() when we have the icon for it
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if(href_list["strengthup"])
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fuel_injection++
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if(href_list["strengthdown"])
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fuel_injection--
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if(fuel_injection < 0) fuel_injection = 0
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if(href_list["refreshstability"])
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check_core_stability()
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updateDialog()
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return
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