Files
Yogstation/code/modules/power/apc.dm
Cruix ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00

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//update_state
#define UPSTATE_CELL_IN 1
#define UPSTATE_OPENED1 2
#define UPSTATE_OPENED2 4
#define UPSTATE_MAINT 8
#define UPSTATE_BROKE 16
#define UPSTATE_BLUESCREEN 32
#define UPSTATE_WIREEXP 64
#define UPSTATE_ALLGOOD 128
#define APC_RESET_EMP "emp"
//update_overlay
#define APC_UPOVERLAY_CHARGEING0 1
#define APC_UPOVERLAY_CHARGEING1 2
#define APC_UPOVERLAY_CHARGEING2 4
#define APC_UPOVERLAY_EQUIPMENT0 8
#define APC_UPOVERLAY_EQUIPMENT1 16
#define APC_UPOVERLAY_EQUIPMENT2 32
#define APC_UPOVERLAY_LIGHTING0 64
#define APC_UPOVERLAY_LIGHTING1 128
#define APC_UPOVERLAY_LIGHTING2 256
#define APC_UPOVERLAY_ENVIRON0 512
#define APC_UPOVERLAY_ENVIRON1 1024
#define APC_UPOVERLAY_ENVIRON2 2048
#define APC_UPOVERLAY_LOCKED 4096
#define APC_UPOVERLAY_OPERATING 8192
#define APC_UPDATE_ICON_COOLDOWN 200 // 20 seconds
// the Area Power Controller (APC), formerly Power Distribution Unit (PDU)
// one per area, needs wire conection to power network through a terminal
// controls power to devices in that area
// may be opened to change power cell
// three different channels (lighting/equipment/environ) - may each be set to on, off, or auto
//NOTE: STUFF STOLEN FROM AIRLOCK.DM thx
/obj/machinery/power/apc
name = "area power controller"
desc = "A control terminal for the area electrical systems."
icon_state = "apc0"
anchored = 1
use_power = 0
req_access = list(access_engine_equip)
var/area/area
var/areastring = null
var/obj/item/weapon/stock_parts/cell/cell
var/start_charge = 90 // initial cell charge %
var/cell_type = 2500 // 0=no cell, 1=regular, 2=high-cap (x5) <- old, now it's just 0=no cell, otherwise dictate cellcapacity by changing this value. 1 used to be 1000, 2 was 2500
var/opened = 0 //0=closed, 1=opened, 2=cover removed
var/shorted = 0
var/lighting = 3
var/equipment = 3
var/environ = 3
var/operating = 1
var/charging = 0
var/chargemode = 1
var/chargecount = 0
var/locked = 1
var/coverlocked = 1
var/aidisabled = 0
var/tdir = null
var/obj/machinery/power/terminal/terminal = null
var/lastused_light = 0
var/lastused_equip = 0
var/lastused_environ = 0
var/lastused_total = 0
var/main_status = 0
powernet = 0 // set so that APCs aren't found as powernet nodes //Hackish, Horrible, was like this before I changed it :(
var/malfhack = 0 //New var for my changes to AI malf. --NeoFite
var/mob/living/silicon/ai/malfai = null //See above --NeoFite
// luminosity = 1
var/has_electronics = 0 // 0 - none, 1 - plugged in, 2 - secured by screwdriver
var/overload = 1 //used for the Blackout malf module
var/beenhit = 0 // used for counting how many times it has been hit, used for Aliens at the moment
var/mob/living/silicon/ai/occupier = null
var/longtermpower = 10
var/auto_name = 0
var/update_state = -1
var/update_overlay = -1
var/global/status_overlays = 0
var/updating_icon = 0
var/global/list/status_overlays_lock
var/global/list/status_overlays_charging
var/global/list/status_overlays_equipment
var/global/list/status_overlays_lighting
var/global/list/status_overlays_environ
var/health = 50
/obj/machinery/power/apc/connect_to_network()
//Override because the APC does not directly connect to the network; it goes through a terminal.
//The terminal is what the power computer looks for anyway.
if(!terminal)
make_terminal()
if(terminal)
terminal.connect_to_network()
/obj/machinery/power/apc/New(turf/loc, var/ndir, var/building=0)
..()
apcs_list += src
wires = new /datum/wires/apc(src)
// offset 24 pixels in direction of dir
// this allows the APC to be embedded in a wall, yet still inside an area
if (building)
setDir(ndir)
src.tdir = dir // to fix Vars bug
setDir(SOUTH)
if(auto_name)
name = "[get_area(src)] APC"
pixel_x = (src.tdir & 3)? 0 : (src.tdir == 4 ? 24 : -24)
pixel_y = (src.tdir & 3)? (src.tdir ==1 ? 24 : -24) : 0
if (building==0)
init()
else
area = src.loc.loc:master
opened = 1
operating = 0
name = "[area.name] APC"
stat |= MAINT
src.update_icon()
spawn(5)
src.update()
/obj/machinery/power/apc/Destroy()
apcs_list -= src
if(malfai && operating)
malfai.malf_picker.processing_time = Clamp(malfai.malf_picker.processing_time - 10,0,1000)
area.power_light = 0
area.power_equip = 0
area.power_environ = 0
area.power_change()
if(occupier)
malfvacate(1)
qdel(wires)
wires = null
if(cell)
qdel(cell)
if(terminal)
disconnect_terminal()
return ..()
/obj/machinery/power/apc/proc/make_terminal()
// create a terminal object at the same position as original turf loc
// wires will attach to this
terminal = new/obj/machinery/power/terminal(src.loc)
terminal.setDir(tdir)
terminal.master = src
/obj/machinery/power/apc/proc/init()
has_electronics = 2 //installed and secured
// is starting with a power cell installed, create it and set its charge level
if(cell_type)
src.cell = new/obj/item/weapon/stock_parts/cell(src)
cell.maxcharge = cell_type // cell_type is maximum charge (old default was 1000 or 2500 (values one and two respectively)
cell.charge = start_charge * cell.maxcharge / 100 // (convert percentage to actual value)
var/area/A = src.loc.loc
//if area isn't specified use current
if(isarea(A) && src.areastring == null)
src.area = A
else
src.area = get_area_name(areastring)
update_icon()
make_terminal()
spawn(5)
src.update()
/obj/machinery/power/apc/examine(mob/user)
..()
if(stat & BROKEN)
user << "Looks broken."
return
if(opened)
if(has_electronics && terminal)
user << "The cover is [opened==2?"removed":"open"] and the power cell is [ cell ? "installed" : "missing"]."
else
user << "It's [!terminal?" not":""]wired up."
user << "The electronics are[!has_electronics?"n't":""] installed."
else
if (stat & MAINT)
user << "The cover is closed. Something is wrong with it. It doesn't work."
else if (malfhack)
user << "The cover is broken. It may be hard to force it open."
else
user << "The cover is closed."
// update the APC icon to show the three base states
// also add overlays for indicator lights
/obj/machinery/power/apc/update_icon()
if (!status_overlays)
status_overlays = 1
status_overlays_lock = new
status_overlays_charging = new
status_overlays_equipment = new
status_overlays_lighting = new
status_overlays_environ = new
status_overlays_lock.len = 2
status_overlays_charging.len = 3
status_overlays_equipment.len = 4
status_overlays_lighting.len = 4
status_overlays_environ.len = 4
status_overlays_lock[1] = image(icon, "apcox-0") // 0=blue 1=red
status_overlays_lock[2] = image(icon, "apcox-1")
status_overlays_charging[1] = image(icon, "apco3-0")
status_overlays_charging[2] = image(icon, "apco3-1")
status_overlays_charging[3] = image(icon, "apco3-2")
status_overlays_equipment[1] = image(icon, "apco0-0")
status_overlays_equipment[2] = image(icon, "apco0-1")
status_overlays_equipment[3] = image(icon, "apco0-2")
status_overlays_equipment[4] = image(icon, "apco0-3")
status_overlays_lighting[1] = image(icon, "apco1-0")
status_overlays_lighting[2] = image(icon, "apco1-1")
status_overlays_lighting[3] = image(icon, "apco1-2")
status_overlays_lighting[4] = image(icon, "apco1-3")
status_overlays_environ[1] = image(icon, "apco2-0")
status_overlays_environ[2] = image(icon, "apco2-1")
status_overlays_environ[3] = image(icon, "apco2-2")
status_overlays_environ[4] = image(icon, "apco2-3")
var/update = check_updates() //returns 0 if no need to update icons.
// 1 if we need to update the icon_state
// 2 if we need to update the overlays
if(!update)
return
if(update & 1) // Updating the icon state
if(update_state & UPSTATE_ALLGOOD)
icon_state = "apc0"
else if(update_state & (UPSTATE_OPENED1|UPSTATE_OPENED2))
var/basestate = "apc[ cell ? "2" : "1" ]"
if(update_state & UPSTATE_OPENED1)
if(update_state & (UPSTATE_MAINT|UPSTATE_BROKE))
icon_state = "apcmaint" //disabled APC cannot hold cell
else
icon_state = basestate
else if(update_state & UPSTATE_OPENED2)
if (update_state & UPSTATE_BROKE || malfhack)
icon_state = "[basestate]-b-nocover"
else
icon_state = "[basestate]-nocover"
else if(update_state & UPSTATE_BROKE)
icon_state = "apc-b"
else if(update_state & UPSTATE_BLUESCREEN)
icon_state = "apcemag"
else if(update_state & UPSTATE_WIREEXP)
icon_state = "apcewires"
if(!(update_state & UPSTATE_ALLGOOD))
if(overlays.len)
overlays = 0
if(update & 2)
if(overlays.len)
overlays.len = 0
if(!(stat & (BROKEN|MAINT)) && update_state & UPSTATE_ALLGOOD)
add_overlay(status_overlays_lock[locked+1])
add_overlay(status_overlays_charging[charging+1])
if(operating)
add_overlay(status_overlays_equipment[equipment+1])
add_overlay(status_overlays_lighting[lighting+1])
add_overlay(status_overlays_environ[environ+1])
/obj/machinery/power/apc/proc/check_updates()
var/last_update_state = update_state
var/last_update_overlay = update_overlay
update_state = 0
update_overlay = 0
if(cell)
update_state |= UPSTATE_CELL_IN
if(stat & BROKEN)
update_state |= UPSTATE_BROKE
if(stat & MAINT)
update_state |= UPSTATE_MAINT
if(opened)
if(opened==1)
update_state |= UPSTATE_OPENED1
if(opened==2)
update_state |= UPSTATE_OPENED2
else if(emagged || malfai)
update_state |= UPSTATE_BLUESCREEN
else if(panel_open)
update_state |= UPSTATE_WIREEXP
if(update_state <= 1)
update_state |= UPSTATE_ALLGOOD
if(operating)
update_overlay |= APC_UPOVERLAY_OPERATING
if(update_state & UPSTATE_ALLGOOD)
if(locked)
update_overlay |= APC_UPOVERLAY_LOCKED
if(!charging)
update_overlay |= APC_UPOVERLAY_CHARGEING0
else if(charging == 1)
update_overlay |= APC_UPOVERLAY_CHARGEING1
else if(charging == 2)
update_overlay |= APC_UPOVERLAY_CHARGEING2
if (!equipment)
update_overlay |= APC_UPOVERLAY_EQUIPMENT0
else if(equipment == 1)
update_overlay |= APC_UPOVERLAY_EQUIPMENT1
else if(equipment == 2)
update_overlay |= APC_UPOVERLAY_EQUIPMENT2
if(!lighting)
update_overlay |= APC_UPOVERLAY_LIGHTING0
else if(lighting == 1)
update_overlay |= APC_UPOVERLAY_LIGHTING1
else if(lighting == 2)
update_overlay |= APC_UPOVERLAY_LIGHTING2
if(!environ)
update_overlay |= APC_UPOVERLAY_ENVIRON0
else if(environ==1)
update_overlay |= APC_UPOVERLAY_ENVIRON1
else if(environ==2)
update_overlay |= APC_UPOVERLAY_ENVIRON2
var/results = 0
if(last_update_state == update_state && last_update_overlay == update_overlay)
return 0
if(last_update_state != update_state)
results += 1
if(last_update_overlay != update_overlay)
results += 2
return results
// Used in process so it doesn't update the icon too much
/obj/machinery/power/apc/proc/queue_icon_update()
if(!updating_icon)
updating_icon = 1
// Start the update
spawn(APC_UPDATE_ICON_COOLDOWN)
update_icon()
updating_icon = 0
//attack with an item - open/close cover, insert cell, or (un)lock interface
/obj/machinery/power/apc/attackby(obj/item/W, mob/living/user, params)
if (istype(user, /mob/living/silicon) && get_dist(src,user)>1)
return src.attack_hand(user)
if (istype(W, /obj/item/weapon/crowbar) && opened)
if (has_electronics==1)
if (terminal)
user << "<span class='warning'>Disconnect the wires first!</span>"
return
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "<span class='notice'>You are trying to remove the power control board...</span>" //lpeters - fixed grammar issues
if(do_after(user, 50/W.toolspeed, target = src))
if (has_electronics==1)
has_electronics = 0
if ((stat & BROKEN) || malfhack)
user.visible_message(\
"[user.name] has broken the power control board inside [src.name]!",\
"<span class='notice'>You break the charred power control board and remove the remains.</span>",
"<span class='italics'>You hear a crack.</span>")
//ticker.mode:apcs-- //XSI said no and I agreed. -rastaf0
else
user.visible_message(\
"[user.name] has removed the power control board from [src.name]!",\
"<span class='notice'>You remove the power control board.</span>")
new /obj/item/weapon/electronics/apc(loc)
else if (opened!=2) //cover isn't removed
opened = 0
update_icon()
else if (istype(W, /obj/item/weapon/crowbar) && !((stat & BROKEN) || malfhack) )
if(coverlocked && !(stat & MAINT))
user << "<span class='warning'>The cover is locked and cannot be opened!</span>"
return
else
opened = 1
update_icon()
else if (istype(W, /obj/item/weapon/stock_parts/cell) && opened) // trying to put a cell inside
if(cell)
user << "<span class='warning'>There is a power cell already installed!</span>"
return
else
if (stat & MAINT)
user << "<span class='warning'>There is no connector for your power cell!</span>"
return
if(!user.drop_item())
return
W.loc = src
cell = W
user.visible_message(\
"[user.name] has inserted the power cell to [src.name]!",\
"<span class='notice'>You insert the power cell.</span>")
chargecount = 0
update_icon()
else if (istype(W, /obj/item/weapon/screwdriver)) // haxing
if(opened)
if (cell)
user << "<span class='warning'>Close the APC first!</span>" //Less hints more mystery!
return
else
if (has_electronics==1 && terminal)
has_electronics = 2
stat &= ~MAINT
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You screw the circuit electronics into place.</span>"
else if (has_electronics==2)
has_electronics = 1
stat |= MAINT
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You unfasten the electronics.</span>"
else /* has_electronics==0 */
user << "<span class='warning'>There is nothing to secure!</span>"
return
update_icon()
else if(emagged)
user << "<span class='warning'>The interface is broken!</span>"
else
panel_open = !panel_open
user << "The wires have been [panel_open ? "exposed" : "unexposed"]"
update_icon()
else if (W.GetID()) // trying to unlock the interface with an ID card
if(emagged)
user << "<span class='warning'>The interface is broken!</span>"
else if(opened)
user << "<span class='warning'>You must close the cover to swipe an ID card!</span>"
else if(panel_open)
user << "<span class='warning'>You must close the panel!</span>"
else if(stat & (BROKEN|MAINT))
user << "<span class='warning'>Nothing happens!</span>"
else
if(allowed(usr) && !wires.is_cut(WIRE_IDSCAN))
locked = !locked
user << "<span class='notice'>You [ locked ? "lock" : "unlock"] the APC interface.</span>"
update_icon()
else
user << "<span class='warning'>Access denied.</span>"
else if (istype(W, /obj/item/stack/cable_coil) && !terminal && opened && has_electronics!=2)
if (src.loc:intact)
user << "<span class='warning'>You must remove the floor plating in front of the APC first!</span>"
return
var/obj/item/stack/cable_coil/C = W
if(C.get_amount() < 10)
user << "<span class='warning'>You need ten lengths of cable for APC!</span>"
return
user.visible_message("[user.name] adds cables to the APC frame.", \
"<span class='notice'>You start adding cables to the APC frame...</span>")
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 20, target = src))
if (C.amount >= 10 && !terminal && opened && has_electronics != 2)
var/turf/T = get_turf(src)
var/obj/structure/cable/N = T.get_cable_node()
if (prob(50) && electrocute_mob(usr, N, N))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, src)
s.start()
return
C.use(10)
user << "<span class='notice'>You add cables to the APC frame.</span>"
make_terminal()
terminal.connect_to_network()
else if (istype(W, /obj/item/weapon/wirecutters) && terminal && opened && has_electronics!=2)
terminal.dismantle(user)
else if (istype(W, /obj/item/weapon/electronics/apc) && opened && has_electronics==0 && !((stat & BROKEN) || malfhack))
user.visible_message("[user.name] inserts the power control board into [src].", \
"<span class='notice'>You start to insert the power control board into the frame...</span>")
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 10, target = src))
if(has_electronics==0)
has_electronics = 1
user << "<span class='notice'>You place the power control board inside the frame.</span>"
qdel(W)
else if (istype(W, /obj/item/weapon/electronics/apc) && opened && has_electronics==0 && ((stat & BROKEN) || malfhack))
user << "<span class='warning'>You cannot put the board inside, the frame is damaged!</span>"
return
else if (istype(W, /obj/item/weapon/weldingtool) && opened && has_electronics==0 && !terminal)
var/obj/item/weapon/weldingtool/WT = W
if (WT.get_fuel() < 3)
user << "<span class='warning'>You need more welding fuel to complete this task!</span>"
return
user.visible_message("[user.name] welds [src].", \
"<span class='notice'>You start welding the APC frame...</span>", \
"<span class='italics'>You hear welding.</span>")
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
if(do_after(user, 50/W.toolspeed, target = src))
if(!src || !WT.remove_fuel(3, user)) return
if (emagged || malfhack || (stat & BROKEN) || opened==2)
new /obj/item/stack/sheet/metal(loc)
user.visible_message(\
"[user.name] has cut [src] apart with [W].",\
"<span class='notice'>You disassembled the broken APC frame.</span>")
else
new /obj/item/wallframe/apc(loc)
user.visible_message(\
"[user.name] has cut [src] from the wall with [W].",\
"<span class='notice'>You cut the APC frame from the wall.</span>")
qdel(src)
return
else if (istype(W, /obj/item/wallframe/apc) && opened && emagged)
emagged = 0
if (opened==2)
opened = 1
user.visible_message(\
"[user.name] has replaced the damaged APC frontal panel with a new one.",\
"<span class='notice'>You replace the damaged APC frontal panel with a new one.</span>")
qdel(W)
update_icon()
else if (istype(W, /obj/item/wallframe/apc) && opened && ((stat & BROKEN) || malfhack))
if (has_electronics)
user << "<span class='warning'>You cannot repair this APC until you remove the electronics still inside!</span>"
return
user.visible_message("[user.name] replaces the damaged APC frame with a new one.",\
"<span class='notice'>You begin to replace the damaged APC frame...</span>")
if(do_after(user, 50, target = src))
user << "<span class='notice'>You replace the damaged APC frame with a new one.</span>"
qdel(W)
stat &= ~BROKEN
malfai = null
malfhack = 0
if (opened==2)
opened = 1
update_icon()
else if(panel_open && !opened && is_wire_tool(W))
wires.interact(user)
else
return ..()
/obj/machinery/power/apc/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
..()
if((malfhack || (stat & BROKEN)) && !opened)
if(damage < 10)
return
health -= damage
if(health <= 0)
opened = 2
visible_message("<span class='warning'>The APC cover is knocked down!</span>")
update_icon()
/obj/machinery/power/apc/emag_act(mob/user)
if(!emagged && !malfhack)
if(opened)
user << "<span class='warning'>You must close the cover to swipe an ID card!</span>"
else if(panel_open)
user << "<span class='warning'>You must close the panel first!</span>"
else if(stat & (BROKEN|MAINT))
user << "<span class='warning'>Nothing happens!</span>"
else
flick("apc-spark", src)
emagged = 1
locked = 0
user << "<span class='notice'>You emag the APC interface.</span>"
update_icon()
// attack with hand - remove cell (if cover open) or interact with the APC
/obj/machinery/power/apc/attack_hand(mob/user)
if(!user)
return
if(usr == user && opened && (!issilicon(user)))
if(cell)
user.put_in_hands(cell)
cell.add_fingerprint(user)
cell.updateicon()
src.cell = null
user.visible_message("[user.name] removes the power cell from [src.name]!",\
"<span class='notice'>You remove the power cell.</span>")
//user << "You remove the power cell."
charging = 0
src.update_icon()
return
..()
/obj/machinery/power/apc/attack_alien(mob/living/carbon/alien/humanoid/user)
..()
if(malfhack || (stat & BROKEN))
return
if(opened == 0)
if(!panel_open)
panel_open = 1
update_icon()
visible_message("<span class='danger'>The [src.name]'s cover flies open, exposing the wires!</span>")
else if(panel_open && !wires.is_all_cut())
wires.cut_all()
update_icon()
visible_message("<span class='danger'>The [src.name]'s wires are shredded!</span>")
else if(opened == 1)
if(cell)
cell.loc = user.loc
cell.updateicon()
cell = null
visible_message("<span class='danger'>The [src.name]'s power cell flies off!</span>")
charging = 0
update_icon()
/obj/machinery/power/apc/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
datum/tgui/master_ui = null, datum/ui_state/state = default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "apc", name, 535, 515, master_ui, state)
ui.open()
/obj/machinery/power/apc/ui_data(mob/user)
var/list/data = list(
"locked" = locked,
"isOperating" = operating,
"externalPower" = main_status,
"powerCellStatus" = cell ? cell.percent() : null,
"chargeMode" = chargemode,
"chargingStatus" = charging,
"totalLoad" = lastused_total,
"coverLocked" = coverlocked,
"siliconUser" = user.has_unlimited_silicon_privilege,
"malfStatus" = get_malf_status(user),
"powerChannels" = list(
list(
"title" = "Equipment",
"powerLoad" = lastused_equip,
"status" = equipment,
"topicParams" = list(
"auto" = list("eqp" = 3),
"on" = list("eqp" = 2),
"off" = list("eqp" = 1)
)
),
list(
"title" = "Lighting",
"powerLoad" = lastused_light,
"status" = lighting,
"topicParams" = list(
"auto" = list("lgt" = 3),
"on" = list("lgt" = 2),
"off" = list("lgt" = 1)
)
),
list(
"title" = "Environment",
"powerLoad" = lastused_environ,
"status" = environ,
"topicParams" = list(
"auto" = list("env" = 3),
"on" = list("env" = 2),
"off" = list("env" = 1)
)
)
)
)
return data
/obj/machinery/power/apc/proc/get_malf_status(mob/living/silicon/ai/malf)
if(istype(malf) && malf.malf_picker)
if(malfai == (malf.parent || malf))
if(occupier == malf)
return 3 // 3 = User is shunted in this APC
else if(istype(malf.loc, /obj/machinery/power/apc))
return 4 // 4 = User is shunted in another APC
else
return 2 // 2 = APC hacked by user, and user is in its core.
else
return 1 // 1 = APC not hacked.
else
return 0 // 0 = User is not a Malf AI
/obj/machinery/power/apc/proc/report()
return "[area.name] : [equipment]/[lighting]/[environ] ([lastused_equip+lastused_light+lastused_environ]) : [cell? cell.percent() : "N/C"] ([charging])"
/obj/machinery/power/apc/proc/update()
if(operating && !shorted)
area.power_light = (lighting > 1)
area.power_equip = (equipment > 1)
area.power_environ = (environ > 1)
// if (area.name == "AI Chamber")
// spawn(10)
// world << " [area.name] [area.power_equip]"
else
area.power_light = 0
area.power_equip = 0
area.power_environ = 0
// if (area.name == "AI Chamber")
// world << "[area.power_equip]"
area.power_change()
/obj/machinery/power/apc/proc/can_use(mob/user, loud = 0) //used by attack_hand() and Topic()
if(IsAdminGhost(user))
return TRUE
if(user.has_unlimited_silicon_privilege)
var/mob/living/silicon/ai/AI = user
var/mob/living/silicon/robot/robot = user
if ( \
src.aidisabled || \
malfhack && istype(malfai) && \
( \
(istype(AI) && (malfai!=AI && malfai != AI.parent)) || \
(istype(robot) && (robot in malfai.connected_robots)) \
) \
)
if(!loud)
user << "<span class='danger'>\The [src] has eee disabled!</span>"
return FALSE
return TRUE
/obj/machinery/power/apc/ui_act(action, params)
if(..() || !can_use(usr, 1) || (locked && !usr.has_unlimited_silicon_privilege))
return
switch(action)
if("lock")
if(usr.has_unlimited_silicon_privilege)
if(emagged || (stat & (BROKEN|MAINT)))
usr << "The APC does not respond to the command."
else
locked = !locked
update_icon()
. = TRUE
if("cover")
coverlocked = !coverlocked
. = TRUE
if("breaker")
toggle_breaker()
. = TRUE
if("charge")
chargemode = !chargemode
if(!chargemode)
charging = 0
update_icon()
. = TRUE
if("channel")
if(params["eqp"])
equipment = setsubsystem(text2num(params["eqp"]))
update_icon()
update()
else if(params["lgt"])
lighting = setsubsystem(text2num(params["lgt"]))
update_icon()
update()
else if(params["env"])
environ = setsubsystem(text2num(params["env"]))
update_icon()
update()
. = TRUE
if("overload")
if(usr.has_unlimited_silicon_privilege)
overload_lighting()
. = TRUE
if("hack")
if(get_malf_status(usr))
malfhack(usr)
if("occupy")
if(get_malf_status(usr))
malfoccupy(usr)
if("deoccupy")
if(get_malf_status(usr))
malfvacate()
/obj/machinery/power/apc/proc/toggle_breaker()
operating = !operating
update()
update_icon()
/obj/machinery/power/apc/proc/malfhack(mob/living/silicon/ai/malf)
if(!istype(malf))
return
if(get_malf_status(malf) != 1)
return
if(malf.malfhacking)
malf << "You are already hacking an APC."
return
malf << "Beginning override of APC systems. This takes some time, and you cannot perform other actions during the process."
malf.malfhack = src
malf.malfhacking = TRUE
addtimer(src, "malfhacked", 600, FALSE, malf)
/obj/machinery/power/apc/proc/malfhacked(mob/living/silicon/ai/malf)
if(!istype(malf))
return
malf.malfhack = null
malf.malfhacking = FALSE
if(src && !src.aidisabled)
malf.malf_picker.processing_time += 10
malfai = malf.parent || malf
malfhack = TRUE
locked = TRUE
malf << "Hack complete. The APC is now under your exclusive control."
update_icon()
else
malf << "Hack aborted. The designated APC has stopped responding and no longer exists on the power network."
/obj/machinery/power/apc/proc/malfoccupy(mob/living/silicon/ai/malf)
if(!istype(malf))
return
if(istype(malf.loc, /obj/machinery/power/apc)) // Already in an APC
malf << "<span class='warning'>You must evacuate your current APC first!</span>"
return
if(!malf.can_shunt)
malf << "<span class='warning'>You cannot shunt!</span>"
return
if(src.z != 1)
return
src.occupier = new /mob/living/silicon/ai(src,malf.laws,null,1)
src.occupier.adjustOxyLoss(malf.getOxyLoss())
if(!findtext(src.occupier.name,"APC Copy"))
src.occupier.name = "[malf.name] APC Copy"
if(malf.parent)
src.occupier.parent = malf.parent
else
src.occupier.parent = malf
malf.shunted = 1
malf.mind.transfer_to(src.occupier)
src.occupier.eyeobj.name = "[src.occupier.name] (AI Eye)"
if(malf.parent)
qdel(malf)
src.occupier.verbs += /mob/living/silicon/ai/proc/corereturn
src.occupier.cancel_camera()
if ((seclevel2num(get_security_level()) == SEC_LEVEL_DELTA) && malf.nuking)
for(var/obj/item/weapon/pinpointer/point in pinpointer_list)
point.the_disk = src //the pinpointer will detect the shunted AI
/obj/machinery/power/apc/proc/malfvacate(forced)
if(!src.occupier)
return
if(src.occupier.parent && src.occupier.parent.stat != 2)
src.occupier.mind.transfer_to(src.occupier.parent)
src.occupier.parent.shunted = 0
src.occupier.parent.adjustOxyLoss(src.occupier.getOxyLoss())
src.occupier.parent.cancel_camera()
qdel(src.occupier)
if (seclevel2num(get_security_level()) == SEC_LEVEL_DELTA)
for(var/obj/item/weapon/pinpointer/point in pinpointer_list)
for(var/mob/living/silicon/ai/A in ai_list)
if((A.stat != DEAD) && A.nuking)
point.the_disk = A //The pinpointer tracks the AI back into its core.
else
src.occupier << "<span class='danger'>Primary core damaged, unable to return core processes.</span>"
if(forced)
src.occupier.loc = src.loc
src.occupier.death()
src.occupier.gib()
for(var/obj/item/weapon/pinpointer/point in pinpointer_list)
point.the_disk = null //the pinpointer will go back to pointing at the nuke disc.
/obj/machinery/power/apc/surplus()
if(terminal)
return terminal.surplus()
else
return 0
/obj/machinery/power/apc/add_load(amount)
if(terminal && terminal.powernet)
terminal.powernet.load += amount
/obj/machinery/power/apc/avail()
if(terminal)
return terminal.avail()
else
return 0
/obj/machinery/power/apc/process()
if(stat & (BROKEN|MAINT))
return
if(!area.requires_power)
return
/*
if (equipment > 1) // off=0, off auto=1, on=2, on auto=3
use_power(src.equip_consumption, EQUIP)
if (lighting > 1) // off=0, off auto=1, on=2, on auto=3
use_power(src.light_consumption, LIGHT)
if (environ > 1) // off=0, off auto=1, on=2, on auto=3
use_power(src.environ_consumption, ENVIRON)
area.calc_lighting() */
lastused_light = area.usage(STATIC_LIGHT)
lastused_light += area.usage(LIGHT)
lastused_equip = area.usage(EQUIP)
lastused_equip += area.usage(STATIC_EQUIP)
lastused_environ = area.usage(ENVIRON)
lastused_environ += area.usage(STATIC_ENVIRON)
area.clear_usage()
lastused_total = lastused_light + lastused_equip + lastused_environ
//store states to update icon if any change
var/last_lt = lighting
var/last_eq = equipment
var/last_en = environ
var/last_ch = charging
var/excess = surplus()
if(!src.avail())
main_status = 0
else if(excess < 0)
main_status = 1
else
main_status = 2
//if(debug)
// world.log << "Status: [main_status] - Excess: [excess] - Last Equip: [lastused_equip] - Last Light: [lastused_light] - Longterm: [longtermpower]"
if(cell && !shorted)
// draw power from cell as before to power the area
var/cellused = min(cell.charge, CELLRATE * lastused_total) // clamp deduction to a max, amount left in cell
cell.use(cellused)
if(excess > lastused_total) // if power excess recharge the cell
// by the same amount just used
cell.give(cellused)
add_load(cellused/CELLRATE) // add the load used to recharge the cell
else // no excess, and not enough per-apc
if((cell.charge/CELLRATE + excess) >= lastused_total) // can we draw enough from cell+grid to cover last usage?
cell.charge = min(cell.maxcharge, cell.charge + CELLRATE * excess) //recharge with what we can
add_load(excess) // so draw what we can from the grid
charging = 0
else // not enough power available to run the last tick!
charging = 0
chargecount = 0
// This turns everything off in the case that there is still a charge left on the battery, just not enough to run the room.
equipment = autoset(equipment, 0)
lighting = autoset(lighting, 0)
environ = autoset(environ, 0)
// set channels depending on how much charge we have left
// Allow the APC to operate as normal if the cell can charge
if(charging && longtermpower < 10)
longtermpower += 1
else if(longtermpower > -10)
longtermpower -= 2
if(cell.charge <= 0) // zero charge, turn all off
equipment = autoset(equipment, 0)
lighting = autoset(lighting, 0)
environ = autoset(environ, 0)
area.poweralert(0, src)
else if(cell.percent() < 15 && longtermpower < 0) // <15%, turn off lighting & equipment
equipment = autoset(equipment, 2)
lighting = autoset(lighting, 2)
environ = autoset(environ, 1)
area.poweralert(0, src)
else if(cell.percent() < 30 && longtermpower < 0) // <30%, turn off equipment
equipment = autoset(equipment, 2)
lighting = autoset(lighting, 1)
environ = autoset(environ, 1)
area.poweralert(0, src)
else // otherwise all can be on
equipment = autoset(equipment, 1)
lighting = autoset(lighting, 1)
environ = autoset(environ, 1)
area.poweralert(1, src)
if(cell.percent() > 75)
area.poweralert(1, src)
// now trickle-charge the cell
if(chargemode && charging == 1 && operating)
if(excess > 0) // check to make sure we have enough to charge
// Max charge is capped to % per second constant
var/ch = min(excess*CELLRATE, cell.maxcharge*CHARGELEVEL)
add_load(ch/CELLRATE) // Removes the power we're taking from the grid
cell.give(ch) // actually recharge the cell
else
charging = 0 // stop charging
chargecount = 0
// show cell as fully charged if so
if(cell.charge >= cell.maxcharge)
cell.charge = cell.maxcharge
charging = 2
if(chargemode)
if(!charging)
if(excess > cell.maxcharge*CHARGELEVEL)
chargecount++
else
chargecount = 0
if(chargecount == 10)
chargecount = 0
charging = 1
else // chargemode off
charging = 0
chargecount = 0
else // no cell, switch everything off
charging = 0
chargecount = 0
equipment = autoset(equipment, 0)
lighting = autoset(lighting, 0)
environ = autoset(environ, 0)
area.poweralert(0, src)
// update icon & area power if anything changed
if(last_lt != lighting || last_eq != equipment || last_en != environ)
queue_icon_update()
update()
else if (last_ch != charging)
queue_icon_update()
// val 0=off, 1=off(auto) 2=on 3=on(auto)
// on 0=off, 1=on, 2=autooff
/obj/machinery/power/apc/proc/autoset(val, on)
if(on==0)
if(val==2) // if on, return off
return 0
else if(val==3) // if auto-on, return auto-off
return 1
else if(on==1)
if(val==1) // if auto-off, return auto-on
return 3
else if(on==2)
if(val==3) // if auto-on, return auto-off
return 1
return val
/obj/machinery/power/apc/proc/reset(wire)
switch(wire)
if(WIRE_IDSCAN)
locked = TRUE
if(WIRE_POWER1, WIRE_POWER2)
if(!wires.is_cut(WIRE_POWER1) && !wires.is_cut(WIRE_POWER2))
shorted = FALSE
if(WIRE_AI)
if(!wires.is_cut(WIRE_AI))
aidisabled = FALSE
if(APC_RESET_EMP)
equipment = 3
environ = 3
update_icon()
update()
// damage and destruction acts
/obj/machinery/power/apc/emp_act(severity)
if(cell)
cell.emp_act(severity)
if(occupier)
occupier.emp_act(severity)
lighting = 0
equipment = 0
environ = 0
update_icon()
update()
addtimer(src, "reset", 600, FALSE, APC_RESET_EMP)
..()
/obj/machinery/power/apc/ex_act(severity, target)
..()
if(!qdeleted(src))
switch(severity)
if(2)
if(prob(50))
set_broken()
if(3)
if(prob(25))
set_broken()
/obj/machinery/power/apc/blob_act(obj/effect/blob/B)
set_broken()
/obj/machinery/power/apc/disconnect_terminal()
if(terminal)
terminal.master = null
terminal = null
/obj/machinery/power/apc/proc/set_broken()
if(malfai && operating)
malfai.malf_picker.processing_time = Clamp(malfai.malf_picker.processing_time - 10,0,1000)
stat |= BROKEN
operating = 0
if(occupier)
malfvacate(1)
update_icon()
update()
// overload all the lights in this APC area
/obj/machinery/power/apc/proc/overload_lighting()
if(/* !get_connection() || */ !operating || shorted)
return
if( cell && cell.charge>=20)
cell.use(20);
spawn(0)
for(var/area/A in area.related)
for(var/obj/machinery/light/L in A)
L.on = 1
L.broken()
stoplag()
/obj/machinery/power/apc/proc/shock(mob/user, prb)
if(!prob(prb))
return 0
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, src)
s.start()
if(isalien(user))
return 0
if(electrocute_mob(user, src, src))
return 1
else
return 0
/obj/machinery/power/apc/proc/setsubsystem(val)
if(cell && cell.charge > 0)
return (val==1) ? 0 : val
else if(val == 3)
return 1
else
return 0
#undef APC_UPDATE_ICON_COOLDOWN
/*Power module, used for APC construction*/
/obj/item/weapon/electronics/apc
name = "power control module"
icon_state = "power_mod"
desc = "Heavy-duty switching circuits for power control."