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vgstation13/code/modules/power/antimatter/control.dm

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/obj/machinery/power/am_control_unit
name = "antimatter control unit"
desc = "This device injects antimatter into connected shielding units. Wrench the device to set it up."
icon = 'icons/obj/machines/new_ame.dmi'
icon_state = "control"
var/icon_mod = "on" // on, critical, or fuck
var/old_icon_mod = "on"
anchored = 0
density = 1
use_power = 1
idle_power_usage = 100
active_power_usage = 1000
var/list/obj/machinery/am_shielding/linked_shielding
var/list/obj/machinery/am_shielding/linked_cores
var/obj/item/weapon/am_containment/fueljar
var/update_shield_icons = 0
var/stability = 100
var/exploding = 0
var/exploded = 0
var/active = 0//On or not
var/fuel_injection = 2//How much fuel to inject
var/shield_icon_delay = 0//delays resetting for a short time
var/reported_core_efficiency = 0
var/power_cycle = 0
var/power_cycle_delay = 4//How many ticks till produce_power is called
var/stored_core_stability = 0
var/stored_core_stability_delay = 0
var/stored_power = 0//Power to deploy per tick
/obj/machinery/power/am_control_unit/New()
..()
linked_shielding = list()
linked_cores = list()
/obj/machinery/power/am_control_unit/Destroy()//Perhaps damage and run stability checks rather than just del on the others
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
AMS.control_unit = null
qdel(AMS)
for(var/obj/machinery/am_shielding/AMS in linked_cores)
AMS.control_unit = null
qdel(AMS)
qdel(fueljar)
fueljar = null
..()
/obj/machinery/power/am_control_unit/process()
if(exploding && !exploded)
message_admins("AME explosion at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) - Last touched by [fingerprintslast]",0,1)
exploded=1
explosion(get_turf(src),8,10,12,15)
if(src)
qdel(src)
if(update_shield_icons && !shield_icon_delay)
check_shield_icons()
update_shield_icons = 0
if(stat & (NOPOWER|BROKEN) || !active)//can update the icons even without power
return
if(!fueljar || fueljar.fuel <= 0)//No fuel but we are on, shutdown
toggle_power()
//Angry buzz or such here
return
check_core_stability()
add_avail(stored_power)
power_cycle++
if(power_cycle >= power_cycle_delay)
produce_power()
power_cycle = 0
return
/obj/machinery/power/am_control_unit/proc/produce_power()
playsound(src, 'sound/effects/explosionsmallfar.ogg', 25, 1)
var/core_power = reported_core_efficiency//Effectively how much fuel we can safely deal with
if(core_power <= 0)
return 0//Something is wrong
var/core_damage = 0
var/fuel = fueljar.usefuel(fuel_injection)
stored_power = (fuel/core_power)*fuel*20000 // Was 200000, was too much. New value run past Aurx. - N3X
//Now check if the cores could deal with it safely, this is done after so you can overload for more power if needed, still a bad idea
if(fuel > (2*core_power))//More fuel has been put in than the current cores can deal with
if(prob(50))
core_damage = 1//Small chance of damage
if((fuel-core_power) > 5)
core_damage = 5//Now its really starting to overload the cores
if((fuel-core_power) > 10)
core_damage = 20//Welp now you did it, they wont stand much of this
if(core_damage == 0)
return
for(var/obj/machinery/am_shielding/AMS in linked_cores)
AMS.stability -= core_damage
AMS.check_stability(1)
playsound(src, 'sound/effects/bang.ogg', 50, 1)
return
/obj/machinery/power/am_control_unit/conveyor_act(var/atom/movable/AM, var/obj/machinery/conveyor/CB)
if(istype(AM,/obj/item/weapon/am_containment))
if(fueljar)
return FALSE
var/obj/item/weapon/am_containment/AMC = AM
var/mob/last_touched = AMC.fingerprintslast
fueljar = AMC
overlays += "control-[AMC.icon_state]"
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
AMC.forceMove(src)
message_admins("AME loaded with fuel by [last_touched ? "[last_touched.real_name] ([last_touched.key])" : "a conveyor"] at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
visible_message("The conveyor loads an [AMC.name] into the [src.name].")
return TRUE
return FALSE
/obj/machinery/power/am_control_unit/emp_act(severity)
switch(severity)
if(1)
if(active)
toggle_power()
stability -= rand(15,30)
if(2)
if(active)
toggle_power()
stability -= rand(10,20)
..()
return 0
/obj/machinery/power/am_control_unit/blob_act()
stability -= 20
if(prob(100-stability))//Might infect the rest of the machine
for(var/obj/machinery/am_shielding/AMS in linked_cores)
AMS.blob_act(2)
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
AMS.blob_act(1)
qdel(src)
return
check_stability()
return
/obj/machinery/power/am_control_unit/ex_act(severity)
switch(severity)
if(1.0)
stability -= 60
if(2.0)
stability -= 40
if(3.0)
stability -= 20
check_stability()
return
/obj/machinery/power/am_control_unit/bullet_act(var/obj/item/projectile/Proj)
if(Proj.flag != "bullet")
stability -= Proj.force
return ..()
/obj/machinery/power/am_control_unit/power_change()
..()
if(stat & NOPOWER && active)
toggle_power()
return
/obj/machinery/power/am_control_unit/update_icon()
if(active)
icon_state = "control_[icon_mod]"
else icon_state = "control"
//No other icons for it atm
/obj/machinery/power/am_control_unit/attackby(obj/item/W, mob/user)
if(!istype(W) || !user)
return
if(W.is_wrench(user))
if(!anchored)
W.playtoolsound(src, 75)
user.visible_message("[user.name] secures the [src.name] to the floor.", \
"You secure the anchor bolts to the floor.", \
"You hear a ratchet")
src.anchored = 1
update_shield_icons = 2
check_shield_icons()
connect_to_network()
else if(!linked_shielding.len > 0)
W.playtoolsound(src, 75)
user.visible_message("[user.name] unsecures the [src.name].", \
"You remove the anchor bolts.", \
"You hear a ratchet")
src.anchored = 0
disconnect_from_network()
else
to_chat(user, "<span class='warning'>Once bolted and linked to a shielding unit it the [src.name] is unable to be moved!</span>")
return
if(istype(W, /obj/item/weapon/am_containment))
if(fueljar)
to_chat(user, "<span class='warning'>There is already a [fueljar] inside!</span>")
return
fueljar = W
overlays += "control-[W.icon_state]"
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
if(user.client)
user.client.screen -= W
user.u_equip(W,1)
W.forceMove(src)
user.update_icons()
message_admins("AME loaded with fuel by [user.real_name] ([user.key]) at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
user.visible_message("[user.name] loads an [W.name] into the [src.name].", \
"You load an [W.name].", \
"You hear a thunk.")
return
if(W.force >= 20)
user.do_attack_animation(src, W)
playsound(src, 'sound/items/metal_impact.ogg', 75, 1)
shake(1, 3)
user.delayNextAttack(8)
visible_message("<span class='warning'>\The [user] hits \the [src] with \a [W]!</span>", \
"<span class='warning'>You hit \the [src] with your [W]!</span>", \
"You hear something metallic being hit.")
stability -= W.force/2
check_stability()
..()
return
/obj/machinery/power/am_control_unit/attack_hand(mob/user as mob)
if(anchored)
interact(user)
return
/obj/machinery/power/am_control_unit/proc/add_shielding(var/obj/machinery/am_shielding/AMS, var/AMS_linking = 0)
if(!istype(AMS))
return 0
if(!anchored)
return 0
if(!AMS_linking && !AMS.link_control(src))
return 0
if(!(AMS in linked_shielding))
linked_shielding.Add(AMS)
update_shield_icons = 1
return 1
/obj/machinery/power/am_control_unit/proc/remove_shielding(var/obj/machinery/am_shielding/AMS)
if(!istype(AMS))
return 0
linked_shielding.Remove(AMS)
update_shield_icons = 2
if(active)
toggle_power()
return 1
/obj/machinery/power/am_control_unit/proc/check_stability()//TODO: make it break when low also might want to add a way to fix it like a part or such that can be replaced
if(stability <= 0)
qdel(src)
return
/obj/machinery/power/am_control_unit/proc/toggle_power()
active = !active
if(active)
playsound(src, 'sound/effects/fall.ogg', 50, 1)
use_power = 2
visible_message("[bicon(src)] The [src.name] starts up.")
else
playsound(src, 'sound/effects/fall2.ogg', 50, 1)
use_power = 1
visible_message("[bicon(src)] The [src.name] shuts down.")
for(var/obj/machinery/am_shielding/AMS in linked_cores)
AMS.update_icon()
update_icon()
return
/obj/machinery/power/am_control_unit/proc/check_shield_icons()//Forces icon_update for all shields
if(shield_icon_delay)
return
shield_icon_delay = 1
if(update_shield_icons == 2)//2 means to clear everything and rebuild
for(var/obj/machinery/am_shielding/neighbor in cardinalrange(loc))
if(!neighbor.control_unit)
linked_shielding += neighbor
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
if(AMS.processing)
AMS.shutdown_core()
AMS.control_unit = null
spawn(10)
AMS.controllerscan()
AMS.assimilate()
linked_shielding = list()
else
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
AMS.update_icon()
sleep(20)
shield_icon_delay = 0
/obj/machinery/power/am_control_unit/proc/check_core_stability()
//if(stored_core_stability_delay || linked_cores.len <= 0) return
if(linked_cores.len <=0)
return
//stored_core_stability_delay = 1
stored_core_stability = 0
for(var/obj/machinery/am_shielding/AMS in linked_cores)
stored_core_stability += AMS.stability
stored_core_stability/=linked_cores.len
switch(stored_core_stability)
if(0 to 24)
icon_mod="fuck"
if(25 to 49)
icon_mod="critical"
if(50 to INFINITY)
icon_mod="on"
if(icon_mod!=old_icon_mod)
old_icon_mod=icon_mod
update_icon()
//spawn(40)
// stored_core_stability_delay = 0
return
/obj/machinery/power/am_control_unit/interact(mob/user)
if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
if(!istype(user, /mob/living/silicon/ai))
user.unset_machine()
user << browse(null, "window=AMcontrol")
return
return ui_interact(user)
/obj/machinery/power/am_control_unit/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open=NANOUI_FOCUS)
if(!user)
return
var/list/fueljar_data=null
if(fueljar)
fueljar_data=list(
"fuel"=fueljar.fuel,
"fuel_max"=fueljar.fuel_max,
"injecting"=fuel_injection
)
var/list/data = list(
"active" = active,
//"stability" = stability,
"linked_shields" = linked_shielding.len,
"linked_cores" = linked_cores.len,
"efficiency" = reported_core_efficiency,
"stability" = stored_core_stability,
"stored_power" = stored_power,
"fueljar" = fueljar_data,
"siliconUser" = istype(user, /mob/living/silicon),
)
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
// the ui does not exist, so we'll create a new one
ui = new(user, src, ui_key, "ame.tmpl", "Antimatter Control Unit", 500, data["siliconUser"] ? 465 : 390)
// When the UI is first opened this is the data it will use
ui.set_initial_data(data)
ui.open()
// Auto update every Master Controller tick
ui.set_auto_update(1)
/obj/machinery/power/am_control_unit/Topic(href, href_list)
if(..())
return 1
if(href_list["close"])
if(usr.machine == src)
usr.unset_machine()
return 1
//Ignore input if we are broken or guy is not touching us, AI can control from a ways away
if(stat & (BROKEN|NOPOWER))
usr.unset_machine()
usr << browse(null, "window=AMcontrol")
return
if(href_list["close"])
usr << browse(null, "window=AMcontrol")
usr.unset_machine()
return
if(href_list["togglestatus"])
toggle_power()
message_admins("AME toggled [active?"on":"off"] by [usr.real_name] ([usr.key]) at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
if(href_list["refreshicons"])
update_shield_icons = 2 // Fuck it
if(href_list["ejectjar"])
if(fueljar)
message_admins("AME fuel jar ejected by [usr.real_name] ([usr.key]) at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
fueljar.forceMove(src.loc)
fueljar = null
overlays.len = 0
playsound(src, 'sound/machines/click.ogg', 50, 1)
//fueljar.control_unit = null currently it does not care where it is
//update_icon() when we have the icon for it
if(href_list["set_strength"])
var/newval = input("Enter new injection strength") as num|null
if(isnull(newval))
updateDialog()
return
fuel_injection=newval
fuel_injection=max(1,fuel_injection)
message_admins("AME injection strength set to [fuel_injection] by [usr.real_name] ([usr.key]) at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
if(href_list["refreshstability"])
check_core_stability()
updateDialog()
return 1
/obj/machinery/power/am_control_unit/npc_tamper_act(mob/living/L)
if(prob(50)) //Toggle on/off
toggle_power()
message_admins("AME toggled [active?"on":"off"] by [key_name(L)] at [formatJumpTo(src)]",0,1)
else //Set strength
fuel_injection = rand(1, 300) //there's technically no limit on how high this can go so 300 is nothing but an arbitary limit
message_admins("AME injection strength set to [fuel_injection] by [key_name(L)] at [formatJumpTo(src)]",0,1)