// Powersink - used to drain station power /obj/item/device/powersink desc = "A nulling power sink which drains energy from electrical systems." name = "power sink" icon_state = "powersink0" item_state = "electronic" w_class = 4.0 flags = FPRINT | TABLEPASS | CONDUCT throwforce = 5 throw_speed = 1 throw_range = 2 m_amt = 750 w_amt = 750 var/drain_rate = 400000 // amount of power to drain per tick var/power_drained = 0 // has drained this much power var/max_power = 2e8 // maximum power that can be drained before exploding var/mode = 0 // 0 = off, 1=clamped (off), 2=operating is_syndicate = 1 mats = 16 rand_pos = 0 var/obj/cable/attached // the attached cable var/datum/light/light New() ..() light = new /datum/light/point light.set_brightness(2) light.set_height(0.5) light.attach(src) attackby(var/obj/item/I, var/mob/user) if(istype(I, /obj/item/screwdriver)) if(mode == 0) var/turf/T = loc if(isturf(T) && !T.intact) attached = locate() in T if(!attached) boutput(user, "No exposed cable here to attach to.") return else anchored = 1 mode = 1 boutput(user, "You attach the device to the cable.") for(var/mob/M in AIviewers(user)) if(M == user) continue boutput(M, "[user] attaches the power sink to the cable.") return else boutput(user, "Device must be placed over an exposed cable to attach to it.") return else anchored = 0 mode = 0 boutput(user, "You detach the device from the cable.") for(var/mob/M in AIviewers(user)) if(M == user) continue boutput(M, "[user] detaches the power sink from the cable.") light.disable() icon_state = "powersink0" processing_items.Remove(src) return else ..() attack_ai() return attack_hand(var/mob/user) switch(mode) if(0) ..() if(1) boutput(user, "You activate the device!") for(var/mob/M in AIviewers(user)) if(M == user) continue boutput(M, "[user] activates the power sink!") mode = 2 icon_state = "powersink1" if (!(src in processing_items)) processing_items.Add(src) process() if(attached) var/datum/powernet/PN = attached.get_powernet() if(PN) light.enable() // found a powernet, so drain up to max power from it var/drained = min ( drain_rate, PN.avail ) PN.newload += drained power_drained += drained // if tried to drain more than available on powernet // now look for APCs and drain their cells if(drained < drain_rate) for(var/obj/machinery/power/terminal/T in PN.nodes) if(istype(T.master, /obj/machinery/power/apc)) var/obj/machinery/power/apc/A = T.master if(A.operating && A.cell) A.cell.charge = max(0, A.cell.charge - 50) power_drained += 50 if(power_drained > max_power * 0.95) playsound(src, "sound/effects/screech.ogg", 100, 1, 1) if(power_drained >= max_power) processing_items.Remove(src) explosion(src, src.loc, 3,6,9,12) qdel(src)