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Yogstation/code/modules/power/rtg.dm
phil235 6809603669 Changes obj/effect/blob,spider,swarmer,energy_net,spacevines to be ob/structures instead, since you can hit and destroy them.
Adds a large ash and large molten item decal (for future use)
simplifies decal/cleanable/replace_decal() code a bit.
Changes construction() proc to on_construction() for consistency, same for deconstruction().
Made a deconstruct() proc for machinery and computer (also for future use).
2016-09-27 19:58:27 +02:00

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// Radioisotope Thermoelectric Generator (RTG)
// Simple power generator that would replace "magic SMES" on various derelicts.
/obj/machinery/power/rtg
name = "radioisotope thermoelectric generator"
desc = "A simple nuclear power generator, used in small outposts to reliably provide power for decades."
icon = 'icons/obj/power.dmi'
icon_state = "rtg"
density = 1
anchored = 1
use_power = 0
// You can buckle someone to RTG, then open its panel. Fun stuff.
can_buckle = TRUE
buckle_lying = FALSE
buckle_requires_restraints = TRUE
var/power_gen = 1000 // Enough to power a single APC. 4000 output with T4 capacitor.
var/board_path = /obj/item/weapon/circuitboard/machine/rtg
var/irradiate = TRUE // RTGs irradiate surroundings, but only when panel is open.
/obj/machinery/power/rtg/New()
..()
var/obj/item/weapon/circuitboard/machine/B = new board_path(null)
B.apply_default_parts(src)
connect_to_network()
/obj/item/weapon/circuitboard/machine/rtg
name = "circuit board (RTG)"
build_path = /obj/machinery/power/rtg
origin_tech = "programming=2;materials=4;powerstorage=3;engineering=2"
req_components = list(
/obj/item/stack/cable_coil = 5,
/obj/item/weapon/stock_parts/capacitor = 1,
/obj/item/stack/sheet/mineral/uranium = 10) // We have no Pu-238, and this is the closest thing to it.
/obj/machinery/power/rtg/initialize()
..()
connect_to_network()
/obj/machinery/power/rtg/process()
..()
add_avail(power_gen)
if(panel_open && irradiate)
radiation_pulse(get_turf(src), 2, 3, 6) // Weak but noticeable.
/obj/machinery/power/rtg/RefreshParts()
var/part_level = 0
for(var/obj/item/weapon/stock_parts/SP in component_parts)
part_level += SP.rating
power_gen = initial(power_gen) * part_level
/obj/machinery/power/rtg/attackby(obj/item/I, mob/user, params)
if(exchange_parts(user, I))
return
else if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-open", initial(icon_state), I))
return
else if(default_deconstruction_crowbar(I))
return
return ..()
/obj/machinery/power/rtg/attack_hand(mob/user)
if(can_buckle && isliving(user.pulling) && user.a_intent == "grab" && !has_buckled_mobs())
var/mob/living/L = user.pulling
if(L.buckled)
return
L.loc = src.loc
user_buckle_mob(L, user)
else
..()
/obj/machinery/power/rtg/advanced
desc = "An advanced RTG capable of moderating isotope decay, increasing power output but reducing lifetime. It uses plasma-fueled radiation collectors to increase output even further."
power_gen = 1250 // 2500 on T1, 10000 on T4.
board_path = /obj/item/weapon/circuitboard/machine/rtg/advanced
/obj/item/weapon/circuitboard/machine/rtg/advanced
name = "circuit board (Advanced RTG)"
build_path = /obj/machinery/power/rtg/advanced
origin_tech = "programming=3;materials=5;powerstorage=4;engineering=3;plasmatech=3"
req_components = list(
/obj/item/stack/cable_coil = 5,
/obj/item/weapon/stock_parts/capacitor = 1,
/obj/item/weapon/stock_parts/micro_laser = 1,
/obj/item/stack/sheet/mineral/uranium = 10,
/obj/item/stack/sheet/mineral/plasma = 5)
// Void Core, power source for Abductor ships and bases.
// Provides a lot of power, but tends to explode when mistreated.
/obj/machinery/power/rtg/abductor
name = "Void Core"
icon = 'icons/obj/abductor.dmi'
icon_state = "core"
desc = "An alien power source that produces energy seemingly out of nowhere."
board_path = /obj/item/weapon/circuitboard/machine/abductor/core
power_gen = 20000 // 280 000 at T1, 400 000 at T4. Starts at T4.
irradiate = FALSE // Green energy!
can_buckle = FALSE
pixel_y = 7
var/going_kaboom = FALSE // Is it about to explode?
/obj/item/weapon/circuitboard/machine/abductor/core
name = "alien board (Void Core)"
build_path = /obj/machinery/power/rtg/abductor
origin_tech = "programming=5;abductor=5;powerstorage=8;engineering=8"
req_components = list(
/obj/item/weapon/stock_parts/capacitor = 1,
/obj/item/weapon/stock_parts/micro_laser = 1,
/obj/item/weapon/stock_parts/cell/infinite/abductor = 1)
def_components = list(
/obj/item/weapon/stock_parts/capacitor = /obj/item/weapon/stock_parts/capacitor/quadratic,
/obj/item/weapon/stock_parts/micro_laser = /obj/item/weapon/stock_parts/micro_laser/quadultra)
/obj/machinery/power/rtg/abductor/proc/overload()
if(going_kaboom)
return
going_kaboom = TRUE
visible_message("<span class='danger'>\The [src] lets out an shower of sparks as it starts to lose stability!</span>",\
"<span class='italics'>You hear a loud electrical crack!</span>")
playsound(src.loc, 'sound/magic/LightningShock.ogg', 100, 1, extrarange = 5)
tesla_zap(src, 5, power_gen * 0.05)
addtimer(GLOBAL_PROC, "explosion", 100, FALSE, get_turf(src), 2, 3, 4, 8) // Not a normal explosion.
/obj/machinery/power/rtg/abductor/bullet_act(obj/item/projectile/Proj)
..()
if(!going_kaboom && istype(Proj) && !Proj.nodamage && ((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE)))
message_admins("[key_name_admin(Proj.firer)] triggered an Abductor Core explosion via projectile.")
log_game("[key_name(Proj.firer)] triggered an Abductor Core explosion via projectile.")
overload()
/obj/machinery/power/rtg/abductor/blob_act(obj/structure/blob/B)
overload()
/obj/machinery/power/rtg/abductor/ex_act()
if(going_kaboom)
qdel(src)
else
overload()
/obj/machinery/power/rtg/abductor/fire_act()
overload()
/obj/machinery/power/rtg/abductor/tesla_act()
..() //extend the zap
overload()