#define APC_WIRE_IDSCAN 1 #define APC_WIRE_MAIN_POWER1 2 #define APC_WIRE_MAIN_POWER2 3 #define APC_WIRE_AI_CONTROL 4 //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 //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 100 // 10 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 desc = "A control terminal for the area electrical systems." icon_state = "apc0" anchored = 1 use_power = 0 req_access = list(access_engine_equip) var/spooky=0 var/obj/item/weapon/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/lastused_light = 0 var/lastused_equip = 0 var/lastused_environ = 0 var/lastused_total = 0 var/main_status = 0 var/wiresexposed = 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/occupant = null var/longtermpower = 10 var/update_state = -1 var/update_overlay = -1 var/global/status_overlays = 0 var/updating_icon = 0 var/datum/wires/apc/wires = null 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/is_critical = 0 // Endgame scenarios will not destroy this APC. /obj/machinery/power/apc/New(loc, var/ndir, var/building=0) ..(loc) wires = new(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) dir = ndir src.tdir = dir // to fix Vars bug dir = SOUTH if(areaMaster.areaapc) world.log << "Secondary APC detected in area: [areaMaster.name], deleting the second APC" qdel(src) return areaMaster.set_apc(src) if(src.tdir & 3) pixel_x = 0 pixel_y = (src.tdir == 1 ? 24 : -24) else pixel_x = (src.tdir == 4 ? 24 : -24) pixel_y = 0 if (building==0) init() else opened = 1 operating = 0 stat |= MAINT if(ticker) initialize() /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/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 / 100.0 // (convert percentage to actual value) finalise_terminal() //creates the terminal itself /obj/machinery/power/apc/finalise_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.dir = tdir terminal.master = src /obj/machinery/power/apc/initialize() ..() name = "[areaMaster.name] APC" update_icon() spawn(5) 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 if (!has_electronics && terminal) user << "There are some wires but no any electronics." else if (has_electronics && !terminal) user << "Electronics installed but not wired." else /* if (!has_electronics && !terminal) */ user << "There is no electronics nor connected wires." else if (stat & MAINT) user << "The cover is closed. Something 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." /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") // 0=red, 1=green, 2=blue 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) 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 return if(update & 2) if(overlays.len) overlays = 0 if(!(stat & (BROKEN|MAINT)) && update_state & UPSTATE_ALLGOOD) overlays += status_overlays_lock[locked+1] overlays += status_overlays_charging[charging+1] if(operating) overlays += status_overlays_equipment[equipment+1] overlays += status_overlays_lighting[lighting+1] overlays += 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 || spooky) update_state |= UPSTATE_BLUESCREEN else if(wiresexposed) 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 && update_overlay != 0) 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 /obj/machinery/power/apc/proc/spookify() if(spooky) return // Fuck you we're already spooky spooky=1 update_icon() spawn(10) spooky=0 update_icon() //attack with an item - open/close cover, insert cell, or (un)lock interface /obj/machinery/power/apc/attackby(obj/item/W, mob/user) if (istype(user, /mob/living/silicon) && get_dist(src,user)>1) return src.attack_hand(user) src.add_fingerprint(user) if (istype(W, /obj/item/weapon/crowbar) && opened) if (has_electronics==1) if (terminal) user << "Disconnect wires first." return playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1) user << "You are trying to remove the power control board..." //lpeters - fixed grammar issues if (do_after(user, 50) && opened && !terminal && has_electronics == 1) has_electronics = 0 if ((stat & BROKEN) || malfhack) user.visible_message(\ "[user.name] has broken the power control board inside [src.name]!",\ "You broke the charred power control board and remove the remains.", "You hear a crack!") //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]!",\ "You remove the power control board.") new /obj/item/weapon/circuitboard/power_control(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 << "The cover is locked and cannot be opened." return else opened = 1 update_icon() else if (istype(W, /obj/item/weapon/cell) && opened) // trying to put a cell inside if(cell) user << "There is a power cell already installed." return else if (stat & MAINT) user << "There is no connector for your power cell." return user.drop_item(W, src) cell = W user.visible_message(\ "[user.name] has inserted the power cell to [src.name]!",\ "You insert the power cell.") chargecount = 0 update_icon() else if (istype(W, /obj/item/weapon/screwdriver)) // haxing if(opened) if (cell) user << "Close the APC first." //Less hints more mystery! return else if (has_electronics==1 && terminal) has_electronics = 2 stat &= ~MAINT playsound(get_turf(src), 'sound/items/Screwdriver.ogg', 50, 1) user << "You screw the circuit electronics into place." else if (has_electronics==2) has_electronics = 1 stat |= MAINT playsound(get_turf(src), 'sound/items/Screwdriver.ogg', 50, 1) user << "You unfasten the electronics." else /* has_electronics==0 */ user << "There is nothing to secure." return update_icon() else if(emagged) user << "The interface is broken." else wiresexposed = !wiresexposed user << "The wires have been [wiresexposed ? "exposed" : "unexposed"]" update_icon() else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda)) // trying to unlock the interface with an ID card if(emagged) user << "The interface is broken." else if(opened) user << "You must close the cover to swipe an ID card." else if(wiresexposed) user << "You must close the panel" else if(stat & (BROKEN|MAINT)) user << "Nothing happens." else if(src.allowed(usr) && !isWireCut(APC_WIRE_IDSCAN)) locked = !locked user << "You [ locked ? "lock" : "unlock"] the APC interface." update_icon() else user << "Access denied." else if (istype(W, /obj/item/weapon/card/emag) && !(emagged || malfhack)) // trying to unlock with an emag card if(opened) user << "You must close the cover to swipe an ID card." else if(wiresexposed) user << "You must close the panel first" else if(stat & (BROKEN|MAINT)) user << "Nothing happens." else flick("apc-spark", src) if (do_after(user, 6) && !opened && !wiresexposed && !(stat & (BROKEN|MAINT)) && !emagged) if(prob(50)) emagged = 1 locked = 0 user << "You emag the APC interface." update_icon() else user << "You fail to [ locked ? "unlock" : "lock"] the APC interface." else if (istype(W, /obj/item/stack/cable_coil) && !terminal && opened && has_electronics != 2) var/obj/item/stack/cable_coil/C = W if(C.amount < 10) user << "You need more wires." return if(make_terminal(user)) C.use(10) terminal.connect_to_network() else if (istype(W, /obj/item/weapon/wirecutters) && opened && terminal && has_electronics!=2) var/turf/T = get_turf(src) if (T.intact) user << "You must remove the floor plating in front of the APC first." return user << "You begin to cut the cables..." playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1) if (do_after(user, 50) && opened && terminal && has_electronics != 2 && !T.intact) if (prob(50) && electrocute_mob(usr, terminal.get_powernet(), terminal)) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(5, 1, src) s.start() return getFromPool(/obj/item/stack/cable_coil, get_turf(user), 10) user.visible_message(\ "[user.name] cut the cables and dismantled the power terminal.",\ "You cut the cables and dismantle the power terminal.") del(terminal) else if (istype(W, /obj/item/weapon/circuitboard/power_control) && opened && has_electronics==0 && !((stat & BROKEN) || malfhack)) user << "You trying to insert the power control board into the frame..." playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1) if (do_after(user, 10) && opened && has_electronics == 0 && !((stat & BROKEN) || malfhack)) has_electronics = 1 user << "You place the power control board inside the frame." del(W) else if (istype(W, /obj/item/weapon/circuitboard/power_control) && opened && has_electronics==0 && ((stat & BROKEN) || malfhack)) user << "You cannot put the board inside, the frame is damaged." 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 << "You need more welding fuel to complete this task." return user << "You start welding the APC frame..." playsound(get_turf(src), 'sound/items/Welder.ogg', 50, 1) if (do_after(user, 50)) if(!src || !WT.remove_fuel(3, user)) return if (emagged || malfhack || (stat & BROKEN) || opened==2) getFromPool(/obj/item/stack/sheet/metal, get_turf(src), 1) user.visible_message(\ "[src] has been cut apart by [user.name] with the weldingtool.",\ "You disassembled the broken APC frame.",\ "You hear welding.") else new /obj/item/mounted/frame/apc_frame(loc) user.visible_message(\ "[src] has been cut from the wall by [user.name] with the weldingtool.",\ "You cut the APC frame from the wall.",\ "You hear welding.") qdel(src) return else if (istype(W, /obj/item/mounted/frame/apc_frame) && 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.",\ "You replace the damaged APC frontal panel with a new one.") del(W) update_icon() else if (istype(W, /obj/item/mounted/frame/apc_frame) && opened && ((stat & BROKEN) || malfhack)) if (has_electronics) user << "You cannot repair this APC until you remove the electronics still inside." return user << "You begin to replace the damaged APC frame..." if(do_after(user, 50)) user.visible_message(\ "[user.name] has replaced the damaged APC frame with new one.",\ "You replace the damaged APC frame with new one.") del(W) stat &= ~BROKEN malfai = null malfhack = 0 if (opened==2) opened = 1 update_icon() else // The extra crowbar thing fixes MoMMIs not being able to remove APCs. // They can just pop them off with a crowbar. if ( ((stat & BROKEN) || malfhack) \ && !opened \ && ( \ (W.force >= 5 && W.w_class >= 3.0) \ || istype(W,/obj/item/weapon/crowbar) \ ) \ && prob(20) ) opened = 2 user.visible_message("The APC cover was knocked down with the [W.name] by [user.name]!", \ "You knock down the APC cover with your [W.name]!", \ "You hear bang") update_icon() else if (istype(user, /mob/living/silicon)) return src.attack_hand(user) if (!opened && wiresexposed && \ (istype(W, /obj/item/device/multitool) || \ istype(W, /obj/item/weapon/wirecutters) || istype(W, /obj/item/device/assembly/signaler))) return src.attack_hand(user) user.visible_message("The [src.name] has been hit with the [W.name] by [user.name]!", \ "You hit the [src.name] with your [W.name]!", \ "You hear bang") // attack with hand - remove cell (if cover open) or interact with the APC /obj/machinery/power/apc/attack_hand(mob/user) // if (!can_use(user)) This already gets called in interact() and in topic() // return if(!user) return if(!isobserver(user)) src.add_fingerprint(user) if(usr == user && opened) if(cell && get_dist(src,user)<=1) if(issilicon(user) && !isMoMMI(user)) // MoMMIs can hold one item in their tool slot. cell.loc=src.loc // Drop it, whoops. else 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]!", "You remove the power cell.") //user << "You remove the power cell." charging = 0 src.update_icon() return if(stat & (BROKEN|MAINT)) return if(ishuman(user)) if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining) call(/obj/item/clothing/gloves/space_ninja/proc/drain)("APC",src,user:wear_suit) return // do APC interaction src.interact(user) /obj/machinery/power/apc/attack_alien(mob/living/carbon/alien/humanoid/user) if(!user) return user.delayNextAttack(8) user.visible_message("[user.name] slashes at the [src.name]!", "You slash at the [src.name]!") playsound(get_turf(src), 'sound/weapons/slash.ogg', 100, 1) var/allcut = wires.IsAllCut() if(beenhit >= pick(3, 4) && wiresexposed != 1) wiresexposed = 1 src.update_icon() src.visible_message("The [src.name]'s cover flies open, exposing the wires!") else if(wiresexposed == 1 && allcut == 0) wires.CutAll() src.update_icon() src.visible_message("The [src.name]'s wires are shredded!") else beenhit += 1 return /obj/machinery/power/apc/interact(mob/user) if (!user) return if (wiresexposed) wires.Interact(user) if (stat & (BROKEN | MAINT | EMPED)) return ui_interact(user) /obj/machinery/power/apc/proc/get_malf_status(mob/user) if (ticker && ticker.mode && (user.mind in ticker.mode.malf_ai) && istype(user, /mob/living/silicon/ai)) if (src.malfai == (user:parent ? user:parent : user)) if (src.occupant == user) return 3 // 3 = User is shunted in this APC else if (istype(user.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/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null) if(!user) return var/list/data = list( "locked" = locked, "isOperating" = operating, "externalPower" = main_status, "powerCellStatus" = cell ? cell.percent() : null, "chargeMode" = chargemode, "chargingStatus" = charging, "totalLoad" = lastused_equip + lastused_light + lastused_environ, "coverLocked" = coverlocked, "siliconUser" = istype(user, /mob/living/silicon) || isAdminGhost(user), // Allow aghosts to fuck with APCs "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) ) ) ) ) // update the ui if it exists, returns null if no ui is passed/found ui = nanomanager.try_update_ui(user, src, ui_key, ui, data) if (!ui) // the ui does not exist, so we'll create a new one // for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm ui = new(user, src, ui_key, "apc.tmpl", "[areaMaster.name] - APC", 520, data["siliconUser"] ? 465 : 440) // when the ui is first opened this is the data it will use ui.set_initial_data(data) // open the new ui window ui.open() // auto update every Master Controller tick ui.set_auto_update(1) /obj/machinery/power/apc/proc/report() return "[areaMaster.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) areaMaster.power_light = (lighting > 1) areaMaster.power_equip = (equipment > 1) areaMaster.power_environ = (environ > 1) // if (area.name == "AI Chamber") // spawn(10) // world << " [area.name] [area.power_equip]" else areaMaster.power_light = 0 areaMaster.power_equip = 0 areaMaster.power_environ = 0 // if (area.name == "AI Chamber") // world << "[area.power_equip]" areaMaster.power_change() /obj/machinery/power/apc/proc/isWireCut(var/wireIndex) return wires.IsIndexCut(wireIndex) /obj/machinery/power/apc/proc/can_use(mob/user as mob, var/loud = 0) //used by attack_hand() and Topic() if (user.stat && !isobserver(user)) user << "You must be conscious to use this [src]!" return 0 if(!user.client) return 0 if ( ! (istype(user, /mob/living/carbon/human) || \ istype(user, /mob/living/silicon) || \ istype(user, /mob/dead/observer) || \ istype(user, /mob/living/carbon/monkey) /*&& ticker && ticker.mode.name == "monkey"*/) ) user << "You don't have the dexterity to use this [src]!" nanomanager.close_user_uis(user, src) return 0 if(user.restrained()) user << "You must have free hands to use this [src]" return 0 if(user.lying) user << "You must stand to use this [src]!" return 0 if (istype(user, /mob/living/silicon)) 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 << "\The [src] have AI control disabled!" nanomanager.close_user_uis(user, src) return 0 else if(isobserver(user)) if(malfhack && istype(malfai) && !isAdminGhost(user)) if(!loud) user << "\The [src] have AI control disabled!" nanomanager.close_user_uis(user, src) return 0 else if ((!in_range(src, user) || !istype(src.loc, /turf))) nanomanager.close_user_uis(user, src) return 0 var/mob/living/carbon/human/H = user if (istype(H)) if(H.getBrainLoss() >= 60) for(var/mob/M in viewers(src, null)) M << "[H] stares cluelessly at [src] and drools." return 0 else if(prob(H.getBrainLoss())) user << "You momentarily forget how to use [src]." return 0 return 1 /obj/machinery/power/apc/Topic(href, href_list) if(..()) return 0 if(href_list["close"]) if(usr.machine == src) usr.unset_machine() return 1 if(!can_use(usr, 1)) return 0 if(!istype(usr, /mob/living/silicon) && locked) // Shouldn't happen, this is here to prevent href exploits usr << "You must unlock the panel to use this!" return 1 if (href_list["lock"]) coverlocked = !coverlocked else if (href_list["breaker"]) toggle_breaker() else if (href_list["cmode"]) chargemode = !chargemode if(!chargemode) charging = 0 update_icon() else if (href_list["eqp"]) var/val = text2num(href_list["eqp"]) equipment = setsubsystem(val) update_icon() update() else if (href_list["lgt"]) var/val = text2num(href_list["lgt"]) lighting = setsubsystem(val) update_icon() update() else if (href_list["env"]) var/val = text2num(href_list["env"]) environ = setsubsystem(val) update_icon() update() else if (href_list["overload"]) if(istype(usr, /mob/living/silicon)) src.overload_lighting() else if (href_list["malfhack"]) var/mob/living/silicon/ai/malfai = usr if(get_malf_status(malfai)==1) if (malfai.malfhacking) malfai << "You are already hacking an APC." return 1 malfai << "Beginning override of APC systems. This takes some time, and you cannot perform other actions during the process." malfai.malfhack = src malfai.malfhacking = 1 sleep(600) if(src && malfai) if (!src.aidisabled) malfai.malfhack = null malfai.malfhacking = 0 locked = 1 if (ticker.mode.config_tag == "malfunction") if (STATION_Z == z) ticker.mode:apcs++ if(usr:parent) src.malfai = usr:parent else src.malfai = usr malfai << "Hack complete. The APC is now under your exclusive control." update_icon() else if (href_list["occupyapc"]) if(get_malf_status(usr)) malfoccupy(usr) else if (href_list["deoccupyapc"]) if(get_malf_status(usr)) malfvacate() else if (href_list["toggleaccess"]) if(istype(usr, /mob/living/silicon)) if(emagged || (stat & (BROKEN|MAINT))) usr << "The APC does not respond to the command." else locked = !locked update_icon() return 1 /obj/machinery/power/apc/proc/toggle_breaker() operating = !operating if(malfai) if (ticker.mode.config_tag == "malfunction") if (STATION_Z == z) operating ? ticker.mode:apcs++ : ticker.mode:apcs-- src.update() update_icon() /obj/machinery/power/apc/proc/malfoccupy(var/mob/living/silicon/ai/malf) if(!istype(malf)) return if(istype(malf.loc, /obj/machinery/power/apc)) // Already in an APC malf << "You must evacuate your current apc first." return if(!malf.can_shunt) malf << "You cannot shunt." return if(STATION_Z != z) return src.occupant = new /mob/living/silicon/ai(src,malf.laws,null,1) src.occupant.adjustOxyLoss(malf.getOxyLoss()) if(!findtext(src.occupant.name,"APC Copy")) src.occupant.name = "[malf.name] APC Copy" if(malf.parent) src.occupant.parent = malf.parent else src.occupant.parent = malf malf.mind.transfer_to(src.occupant) src.occupant.eyeobj.name = "[src.occupant.name] (AI Eye)" if(malf.parent) del(malf) src.occupant.verbs += /mob/living/silicon/ai/proc/corereturn src.occupant.verbs += /datum/game_mode/malfunction/proc/takeover src.occupant.cancel_camera() if (seclevel2num(get_security_level()) == SEC_LEVEL_DELTA) for(var/obj/item/weapon/pinpointer/point in world) point.the_disk = src //the pinpointer will detect the shunted AI /obj/machinery/power/apc/proc/malfvacate(var/forced) if(!src.occupant) return if(src.occupant.parent && src.occupant.parent.stat != 2) src.occupant.mind.transfer_to(src.occupant.parent) src.occupant.parent.adjustOxyLoss(src.occupant.getOxyLoss()) src.occupant.parent.cancel_camera() del(src.occupant) if (seclevel2num(get_security_level()) == SEC_LEVEL_DELTA) for(var/obj/item/weapon/pinpointer/point in world) for(var/datum/mind/AI_mind in ticker.mode.malf_ai) var/mob/living/silicon/ai/A = AI_mind.current // the current mob the mind owns if(A.stat != DEAD) point.the_disk = A //The pinpointer tracks the AI back into its core. else src.occupant << "Primary core damaged, unable to return core processes." if(forced) src.occupant.loc = src.loc src.occupant.death() src.occupant.gib() for(var/obj/item/weapon/pinpointer/point in world) point.the_disk = null //the pinpointer will go back to pointing at the nuke disc. /obj/machinery/power/apc/proc/ion_act() //intended to be exactly the same as an AI malf attack if(!src.malfhack && STATION_Z == z) if(prob(3)) src.locked = 1 if (src.cell.charge > 0) // world << "blew APC in [src.loc.loc]" src.cell.charge = 0 cell.corrupt() src.malfhack = 1 update_icon() var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread() smoke.set_up(3, 0, src.loc) smoke.attach(src) smoke.start() var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(3, 1, src) s.start() for(var/mob/M in viewers(src)) M.show_message("The [src.name] suddenly lets out a blast of smoke and some sparks!", 3, "You hear sizzling electronics.", 2) /obj/machinery/power/apc/can_attach_terminal(mob/user) return user.loc == src.loc && has_electronics != 2 && !terminal /obj/machinery/power/apc/surplus() if(terminal) return terminal.surplus() else return 0 /obj/machinery/power/apc/add_load(var/amount) if(terminal && terminal.get_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(!areaMaster.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 = areaMaster.usage(LIGHT) lastused_light += areaMaster.usage(STATIC_LIGHT) lastused_equip = areaMaster.usage(EQUIP) lastused_light += areaMaster.usage(STATIC_EQUIP) lastused_environ = areaMaster.usage(ENVIRON) lastused_light += areaMaster.usage(STATIC_ENVIRON) areaMaster.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) if(areaMaster.poweralm) areaMaster.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) if(areaMaster.poweralm) areaMaster.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) if(areaMaster.poweralm) areaMaster.poweralert(0, src) else // otherwise all can be on equipment = autoset(equipment, 1) lighting = autoset(lighting, 1) environ = autoset(environ, 1) if(cell.percent() > 75 && !areaMaster.poweralm) areaMaster.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 charging = 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) areaMaster.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(var/val, var/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 // damage and destruction acts /obj/machinery/power/apc/meteorhit(var/obj/O as obj) set_broken() return /obj/machinery/power/apc/emp_act(severity) if(cell) cell.emp_act(severity) if(occupant) occupant.emp_act(severity) lighting = 0 equipment = 0 environ = 0 spawn(600) equipment = 3 environ = 3 ..() /obj/machinery/power/apc/ex_act(severity) switch(severity) if(1.0) //set_broken() //now Destroy() do what we need if (cell) cell.ex_act(1.0) // more lags woohoo qdel(src) return if(2.0) if (prob(50)) set_broken() if (cell && prob(50)) cell.ex_act(2.0) if(3.0) if (prob(25)) set_broken() if (cell && prob(25)) cell.ex_act(3.0) return /obj/machinery/power/apc/blob_act() if (prob(75)) set_broken() if (cell && prob(5)) cell.blob_act() /obj/machinery/power/apc/proc/set_broken() if(malfai && operating) if (ticker.mode.config_tag == "malfunction") if (STATION_Z == z) ticker.mode:apcs-- stat |= BROKEN operating = 0 if(occupant) 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 areaMaster.related) for(var/obj/machinery/light/L in A) L.on = 1 L.broken() sleep(1) /obj/machinery/power/apc/Destroy() areaMaster.remove_apc(src) if(malfai && operating) if (ticker.mode.config_tag == "malfunction") if (STATION_Z == z) ticker.mode:apcs-- areaMaster.power_light = 0 areaMaster.power_equip = 0 areaMaster.power_environ = 0 areaMaster.power_change() if(occupant) malfvacate(1) if(cell) cell.loc = loc cell = null if(terminal) terminal.master = null terminal = null if(wires) wires.Destroy() wires = null ..() /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 /obj/machinery/power/apc/cultify() if(src.invisibility != INVISIBILITY_MAXIMUM) src.invisibility = INVISIBILITY_MAXIMUM #undef APC_UPDATE_ICON_COOLDOWN