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vgstation13/code/modules/power/singularity/field_generator.dm
ShiftyRail 6b01631d34 Make ALL bullet_act() calls in the game return something (#28761)
* Make ALL bullet_act() calls in the game return something

* Misunderstood the linter
2021-02-02 23:13:40 +01:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/*
field_generator power level display
The icon used for the field_generator need to have 'num_power_levels' number of icon states
named 'Field_Gen +p[num]' where 'num' ranges from 1 to 'num_power_levels'
The power level is displayed using overlays. The current displayed power level is stored in 'powerlevel'.
The overlay in use and the powerlevel variable must be kept in sync. A powerlevel equal to 0 means that
no power level overlay is currently in the overlays list.
-Aygar
*/
var/global/list/obj/machinery/field_generator/field_gen_list = list()
#define field_generator_max_power 250
/obj/machinery/field_generator
name = "Field Generator"
desc = "A large thermal battery that projects a high amount of energy when powered."
icon = 'icons/obj/machines/field_generator.dmi'
icon_state = "Field_Gen"
anchored = 0
density = 1
use_power = 0
var/const/num_power_levels = 6 // Total number of power level icon has
var/Varedit_start = 0
var/Varpower = 0
var/active = 0
var/power = 20 // Current amount of power
var/warming_up = 0
var/list/obj/machinery/containment_field/fields
var/list/obj/machinery/field_generator/connected_gens
var/clean_up = 0
machine_flags = WRENCHMOVE | FIXED2WORK | WELD_FIXED
/obj/machinery/field_generator/update_icon()
overlays.len = 0
if(warming_up)
overlays += image(icon = icon, icon_state = "+a[warming_up]")
if(fields.len)
overlays += image(icon = icon, icon_state = "+on")
// Power level indicator
// Scale % power to % num_power_levels and truncate value
var/p_level = round(num_power_levels * power / field_generator_max_power, 1)
// Clamp between 0 and num_power_levels for out of range power values
p_level = clamp(p_level, 0, num_power_levels)
if(p_level)
overlays += image(icon = icon, icon_state = "+p[p_level]")
return
/obj/machinery/field_generator/New()
..()
fields = list()
connected_gens = list()
field_gen_list += src
return
/obj/machinery/field_generator/process()
var/beams_hit = 0
for(var/obj/effect/beam/B in beams)
power += B.get_damage()
beams_hit = 1
if(Varedit_start == 1)
if(active == 0)
active = 1
state = 2
power = field_generator_max_power
anchored = 1
warming_up = 3
start_fields()
update_icon()
Varedit_start = 0
if((src.active == 2) || beams_hit)
calc_power()
update_icon()
return
/obj/machinery/field_generator/attack_hand(mob/user as mob)
if(isobserver(user) && !isAdminGhost(user))
return 0
if(state == 2)
if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
if(src.active >= 1)
to_chat(user, "You are unable to turn off the [src.name] once it is online.")
return 1
else
user.visible_message("[user.name] turns on the [src.name]", \
"You turn on the [src.name].", \
"You hear heavy droning")
turn_on()
investigation_log(I_SINGULO,"<font color='green'>activated</font> by [user.key].")
src.add_fingerprint(user)
else
to_chat(user, "The [src] needs to be firmly secured to the floor first.")
return 0
/obj/machinery/field_generator/wrenchAnchor(var/mob/user, var/obj/item/I)
if(active)
to_chat(user, "Turn off the [src] first.")
return FALSE
. = ..()
/obj/machinery/field_generator/emp_act()
return 0
/obj/machinery/field_generator/blob_act()
if(active)
return 0
else
..()
/obj/machinery/field_generator/bullet_act(var/obj/item/projectile/Proj)
if(Proj.flag != "bullet")
power += Proj.damage
update_icon()
return ..()
/obj/machinery/field_generator/Destroy()
src.cleanup()
field_gen_list -= src
..()
/obj/machinery/field_generator/proc/turn_off()
active = 0
spawn(1)
src.cleanup()
update_icon()
/obj/machinery/field_generator/proc/turn_on()
active = 1
warming_up = 1
spawn(1)
while (warming_up<3 && active)
sleep(50)
warming_up++
update_icon()
if(warming_up >= 3)
start_fields()
update_icon()
/obj/machinery/field_generator/proc/calc_power()
if(Varpower)
return 1
update_icon()
if(src.power > field_generator_max_power)
src.power = field_generator_max_power
var/power_draw = 2
for (var/obj/machinery/containment_field/F in fields)
if (isnull(F))
continue
power_draw++
if(draw_power(round(power_draw/2,1)))
return 1
else
for(var/mob/M in viewers(src))
M.show_message("<span class='warning'>The [src.name] shuts down!</span>")
turn_off()
investigation_log(I_SINGULO,"ran out of power and <font color='red'>deactivated</font>")
src.power = 0
return 0
//This could likely be better, it tends to start loopin if you have a complex generator loop setup. Still works well enough to run the engine fields will likely recode the field gens and fields sometime -Mport
/obj/machinery/field_generator/proc/draw_power(var/draw = 0, var/failsafe = 0, var/obj/machinery/field_generator/G = null, var/obj/machinery/field_generator/last = null)
if(Varpower)
return 1
if((G && G == src) || (failsafe >= 8))//Loopin, set fail
return 0
else
failsafe++
if(src.power >= draw)//We have enough power
src.power -= draw
return 1
else//Need more power
draw -= src.power
src.power = 0
for(var/obj/machinery/field_generator/FG in connected_gens)
if(isnull(FG))
continue
if(FG == last)//We just asked you
continue
if(G)//Another gen is askin for power and we dont have it
if(FG.draw_power(draw,failsafe,G,src))//Can you take the load
return 1
else
return 0
else//We are askin another for power
if(FG.draw_power(draw,failsafe,src,src))
return 1
else
return 0
/obj/machinery/field_generator/proc/start_fields()
if(!src.state == 2 || !anchored)
turn_off()
return
spawn(1)
setup_field(1)
spawn(2)
setup_field(2)
spawn(3)
setup_field(4)
spawn(4)
setup_field(8)
src.active = 2
/obj/machinery/field_generator/proc/setup_field(var/NSEW)
var/turf/T = src.loc
var/obj/machinery/field_generator/G
var/steps = 0
if(!NSEW)//Make sure its ran right
return
for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator
T = get_step(T, NSEW)
if(T.density)//We cant shoot a field though this
return 0
for(var/atom/A in T.contents)
if(ismob(A))
continue
if(!istype(A,/obj/machinery/field_generator))
if((istype(A,/obj/machinery/door)||istype(A,/obj/machinery/the_singularitygen))&&(A.density))
return 0
steps += 1
G = locate(/obj/machinery/field_generator) in T
if(!isnull(G))
steps -= 1
if(!G.active)
return 0
break
if(isnull(G))
return
T = src.loc
for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
var/field_dir = get_dir(T,get_step(G.loc, NSEW))
T = get_step(T, NSEW)
if(!locate(/obj/machinery/containment_field) in T)
var/obj/machinery/containment_field/CF = new/obj/machinery/containment_field()
CF.set_master(src,G)
fields += CF
G.fields += CF
CF.forceMove(T)
CF.dir = field_dir
var/listcheck = 0
for(var/obj/machinery/field_generator/FG in connected_gens)
if (isnull(FG))
continue
if(FG == G)
listcheck = 1
break
if(!listcheck)
connected_gens.Add(G)
listcheck = 0
for(var/obj/machinery/field_generator/FG2 in G.connected_gens)
if (isnull(FG2))
continue
if(FG2 == src)
listcheck = 1
break
if(!listcheck)
G.connected_gens.Add(src)
/obj/machinery/field_generator/proc/cleanup()
clean_up = 1
for (var/obj/machinery/containment_field/F in fields)
if (isnull(F))
continue
qdel(F)
F = null
fields = list()
for(var/obj/machinery/field_generator/FG in connected_gens)
if (isnull(FG))
continue
FG.connected_gens.Remove(src)
if(!FG.clean_up)//Makes the other gens clean up as well
FG.cleanup()
connected_gens.Remove(FG)
connected_gens = list()
clean_up = 0
update_icon()
//This is here to help fight the "hurr durr, release singulo cos nobody will notice before the
//singulo eats the evidence". It's not fool-proof but better than nothing.
//I want to avoid using global variables.
spawn(1)
var/temp = 1 //stops spam
for(var/obj/machinery/singularity/O in power_machines)
if(O.last_warning && temp)
if((world.time - O.last_warning) > 50) //to stop message-spam
temp = 0
message_admins("A singulo exists and a containment field has failed.",1)
investigation_log(I_SINGULO,"has <font color='red'>failed</font> whilst a singulo exists.")
O.last_warning = world.time