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