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Conflicts: baystation12.dme code/defines/obj/weapon.dm code/game/mecha/equipment/tools/medical_tools.dm code/game/mecha/equipment/tools/tools.dm code/game/mecha/mecha.dm code/game/mecha/mecha_parts.dm code/game/objects/items/devices/flash.dm code/game/objects/items/devices/powersink.dm code/game/objects/items/devices/scanners.dm code/game/objects/items/stacks/sheets/glass.dm code/game/objects/items/stacks/sheets/sheet_types.dm code/game/objects/items/weapons/RCD.dm code/game/objects/items/weapons/circuitboards/machinery/biogenerator.dm code/game/objects/items/weapons/circuitboards/machinery/cloning.dm code/game/objects/items/weapons/circuitboards/machinery/mining_drill.dm code/game/objects/items/weapons/circuitboards/machinery/pacman.dm code/game/objects/items/weapons/circuitboards/machinery/power.dm code/game/objects/items/weapons/circuitboards/machinery/recharge_station.dm code/game/objects/items/weapons/circuitboards/machinery/research.dm code/game/objects/items/weapons/circuitboards/machinery/shieldgen.dm code/game/objects/items/weapons/circuitboards/machinery/telecomms.dm code/game/objects/items/weapons/circuitboards/machinery/unary_atmos.dm code/game/objects/items/weapons/flamethrower.dm code/game/objects/items/weapons/handcuffs.dm code/game/objects/items/weapons/kitchen.dm code/game/objects/items/weapons/shields.dm code/game/objects/items/weapons/storage/backpack.dm code/game/objects/items/weapons/surgery_tools.dm code/game/objects/items/weapons/teleportation.dm code/game/objects/items/weapons/tools.dm code/modules/assembly/igniter.dm code/modules/assembly/infrared.dm code/modules/assembly/mousetrap.dm code/modules/assembly/proximity.dm code/modules/assembly/signaler.dm code/modules/assembly/timer.dm code/modules/assembly/voice.dm code/modules/clothing/glasses/glasses.dm code/modules/hydroponics/trays/tray_tools.dm code/modules/mining/drilling/scanner.dm code/modules/mining/mine_items.dm code/modules/mining/ore.dm code/modules/mob/living/silicon/robot/analyzer.dm code/modules/power/rust/circuits_and_design.dm code/modules/projectiles/ammunition/boxes.dm code/modules/projectiles/guns/energy/laser.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/energy/stun.dm code/modules/research/circuitprinter.dm code/modules/research/designs.dm code/modules/research/destructive_analyzer.dm code/modules/research/protolathe.dm code/modules/research/rdconsole.dm code/modules/research/research.dm code/modules/research/server.dm code/modules/research/xenoarchaeology/genetics/reconstitutor.dm
133 lines
4.0 KiB
Plaintext
133 lines
4.0 KiB
Plaintext
// Powersink - used to drain station power
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/obj/item/device/powersink
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name = "power sink"
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desc = "A nulling power sink which drains energy from electrical systems."
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icon_state = "powersink0"
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item_state = "electronic"
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w_class = 4.0
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flags = CONDUCT
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throwforce = 5
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throw_speed = 1
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throw_range = 2
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matter = list(DEFAULT_WALL_MATERIAL = 750,"waste" = 750)
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origin_tech = list(TECH_POWER = 3, TECH_ILLEGAL = 5)
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var/drain_rate = 1500000 // amount of power to drain per tick
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var/apc_drain_rate = 5000 // Max. amount drained from single APC. In Watts.
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var/dissipation_rate = 20000 // Passive dissipation of drained power. In Watts.
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var/power_drained = 0 // Amount of power drained.
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var/max_power = 5e9 // Detonation point.
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var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
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var/drained_this_tick = 0 // This is unfortunately necessary to ensure we process powersinks BEFORE other machinery such as APCs.
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var/datum/powernet/PN // Our powernet
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var/obj/structure/cable/attached // the attached cable
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/obj/item/device/powersink/Destroy()
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processing_objects.Remove(src)
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processing_power_items.Remove(src)
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..()
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/obj/item/device/powersink/attackby(var/obj/item/I, var/mob/user)
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if(istype(I, /obj/item/weapon/screwdriver))
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if(mode == 0)
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var/turf/T = loc
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if(isturf(T) && !T.intact)
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attached = locate() in T
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if(!attached)
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user << "No exposed cable here to attach to."
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return
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else
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anchored = 1
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mode = 1
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src.visible_message("<span class='notice'>[user] attaches [src] to the cable!</span>")
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return
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else
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user << "Device must be placed over an exposed cable to attach to it."
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return
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else
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if (mode == 2)
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processing_objects.Remove(src) // Now the power sink actually stops draining the station's power if you unhook it. --NeoFite
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processing_power_items.Remove(src)
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anchored = 0
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mode = 0
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src.visible_message("<span class='notice'>[user] detaches [src] from the cable!</span>")
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set_light(0)
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icon_state = "powersink0"
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return
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else
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..()
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/obj/item/device/powersink/attack_ai()
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return
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/obj/item/device/powersink/attack_hand(var/mob/user)
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switch(mode)
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if(0)
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..()
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if(1)
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src.visible_message("<span class='notice'>[user] activates [src]!</span>")
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mode = 2
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icon_state = "powersink1"
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processing_objects.Add(src)
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processing_power_items.Add(src)
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if(2) //This switch option wasn't originally included. It exists now. --NeoFite
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src.visible_message("<span class='notice'>[user] deactivates [src]!</span>")
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mode = 1
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set_light(0)
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icon_state = "powersink0"
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processing_objects.Remove(src)
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processing_power_items.Remove(src)
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/obj/item/device/powersink/pwr_drain()
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if(!attached)
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return 0
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if(drained_this_tick)
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return 1
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drained_this_tick = 1
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var/drained = 0
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if(!PN)
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return 1
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set_light(12)
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PN.trigger_warning()
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// found a powernet, so drain up to max power from it
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drained = PN.draw_power(drain_rate)
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// if tried to drain more than available on powernet
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// now look for APCs and drain their cells
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if(drained < drain_rate)
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for(var/obj/machinery/power/terminal/T in PN.nodes)
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// Enough power drained this tick, no need to torture more APCs
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if(drained >= drain_rate)
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break
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if(istype(T.master, /obj/machinery/power/apc))
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var/obj/machinery/power/apc/A = T.master
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if(A.operating && A.cell)
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var/cur_charge = A.cell.charge / CELLRATE
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var/drain_val = min(apc_drain_rate, cur_charge)
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A.cell.use(drain_val * CELLRATE)
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drained += drain_val
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power_drained += drained
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return 1
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/obj/item/device/powersink/process()
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drained_this_tick = 0
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power_drained -= min(dissipation_rate, power_drained)
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if(power_drained > max_power * 0.95)
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playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
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if(power_drained >= max_power)
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explosion(src.loc, 3,6,9,12)
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qdel(src)
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return
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if(attached && attached.powernet)
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PN = attached.powernet
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else
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PN = null
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