This commit is contained in:
Hatterhat
2020-01-12 12:39:17 -06:00
945 changed files with 189410 additions and 189403 deletions
@@ -1,40 +1,40 @@
/obj/item/am_containment
name = "antimatter containment jar"
desc = "Holds antimatter."
icon = 'icons/obj/machines/antimatter.dmi'
icon_state = "jar"
density = FALSE
anchored = FALSE
force = 8
throwforce = 10
throw_speed = 1
throw_range = 2
var/fuel = 10000
var/fuel_max = 10000//Lets try this for now
var/stability = 100//TODO: add all the stability things to this so its not very safe if you keep hitting in on things
/obj/item/am_containment/ex_act(severity, target)
switch(severity)
if(1)
explosion(get_turf(src), 1, 2, 3, 5)//Should likely be larger but this works fine for now I guess
if(src)
qdel(src)
if(2)
if(prob((fuel/10)-stability))
explosion(get_turf(src), 1, 2, 3, 5)
if(src)
qdel(src)
return
stability -= 40
if(3)
stability -= 20
//check_stability()
return
/obj/item/am_containment/proc/usefuel(wanted)
if(fuel < wanted)
wanted = fuel
fuel -= wanted
/obj/item/am_containment
name = "antimatter containment jar"
desc = "Holds antimatter."
icon = 'icons/obj/machines/antimatter.dmi'
icon_state = "jar"
density = FALSE
anchored = FALSE
force = 8
throwforce = 10
throw_speed = 1
throw_range = 2
var/fuel = 10000
var/fuel_max = 10000//Lets try this for now
var/stability = 100//TODO: add all the stability things to this so its not very safe if you keep hitting in on things
/obj/item/am_containment/ex_act(severity, target)
switch(severity)
if(1)
explosion(get_turf(src), 1, 2, 3, 5)//Should likely be larger but this works fine for now I guess
if(src)
qdel(src)
if(2)
if(prob((fuel/10)-stability))
explosion(get_turf(src), 1, 2, 3, 5)
if(src)
qdel(src)
return
stability -= 40
if(3)
stability -= 20
//check_stability()
return
/obj/item/am_containment/proc/usefuel(wanted)
if(fuel < wanted)
wanted = fuel
fuel -= wanted
return wanted
+357 -357
View File
@@ -1,357 +1,357 @@
/obj/machinery/power/am_control_unit
name = "antimatter control unit"
desc = "This device injects antimatter into connected shielding units, the more antimatter injected the more power produced. Wrench the device to set it up."
icon = 'icons/obj/machines/antimatter.dmi'
icon_state = "control"
anchored = FALSE
density = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 100
active_power_usage = 1000
interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT | INTERACT_ATOM_REQUIRES_ANCHORED
var/list/obj/machinery/am_shielding/linked_shielding
var/list/obj/machinery/am_shielding/linked_cores
var/obj/item/am_containment/fueljar
var/update_shield_icons = 0
var/stability = 100
var/exploding = 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/Initialize()
. = ..()
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)
QDEL_NULL(fueljar)
return ..()
/obj/machinery/power/am_control_unit/process()
if(exploding)
explosion(get_turf(src),8,12,18,12)
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)//No fuel but we are on, shutdown
toggle_power()
playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 0)
return
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.loc, 'sound/effects/bang.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*200000
//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.loc, 'sound/effects/bang.ogg', 50, 1)
return
/obj/machinery/power/am_control_unit/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
switch(severity)
if(1)
if(active)
toggle_power()
stability -= rand(15,30)
if(2)
if(active)
toggle_power()
stability -= rand(10,20)
/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_shielding)
AMS.blob_act()
qdel(src)
return
check_stability()
return
/obj/machinery/power/am_control_unit/ex_act(severity, target)
stability -= (80 - (severity * 20))
check_stability()
return
/obj/machinery/power/am_control_unit/bullet_act(obj/item/projectile/Proj)
. = ..()
if(Proj.flag != "bullet")
stability -= Proj.force
check_stability()
/obj/machinery/power/am_control_unit/power_change()
..()
if(stat & NOPOWER)
if(active)
toggle_power(1)
else
use_power = NO_POWER_USE
else if(!stat && anchored)
use_power = IDLE_POWER_USE
return
/obj/machinery/power/am_control_unit/update_icon()
if(active)
icon_state = "control_on"
else icon_state = "control"
//No other icons for it atm
/obj/machinery/power/am_control_unit/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/wrench))
if(!anchored)
W.play_tool_sound(src, 75)
user.visible_message("[user.name] secures the [src.name] to the floor.", \
"<span class='notice'>You secure the anchor bolts to the floor.</span>", \
"<span class='italics'>You hear a ratchet.</span>")
src.anchored = TRUE
connect_to_network()
else if(!linked_shielding.len > 0)
W.play_tool_sound(src, 75)
user.visible_message("[user.name] unsecures the [src.name].", \
"<span class='notice'>You remove the anchor bolts.</span>", \
"<span class='italics'>You hear a ratchet.</span>")
src.anchored = FALSE
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>")
else if(istype(W, /obj/item/am_containment))
if(fueljar)
to_chat(user, "<span class='warning'>There is already a [fueljar] inside!</span>")
return
if(!user.transferItemToLoc(W, src))
return
fueljar = W
user.visible_message("[user.name] loads an [W.name] into the [src.name].", \
"<span class='notice'>You load an [W.name].</span>", \
"<span class='italics'>You hear a thunk.</span>")
else
return ..()
/obj/machinery/power/am_control_unit/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
switch(damage_type)
if(BRUTE)
if(sound_effect)
if(damage)
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
if(sound_effect)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
else
return
if(damage >= 20)
stability -= damage/2
check_stability()
/obj/machinery/power/am_control_unit/proc/add_shielding(obj/machinery/am_shielding/AMS, AMS_linking = 0)
if(!istype(AMS))
return 0
if(!anchored)
return 0
if(!AMS_linking && !AMS.link_control(src))
return 0
linked_shielding.Add(AMS)
update_shield_icons = 1
return 1
/obj/machinery/power/am_control_unit/proc/remove_shielding(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(powerfail = 0)
active = !active
if(active)
use_power = ACTIVE_POWER_USE
visible_message("The [src.name] starts up.")
else
use_power = !powerfail
visible_message("The [src.name] shuts down.")
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/AMS in linked_shielding)
if(AMS.processing)
AMS.shutdown_core()
AMS.control_unit = null
addtimer(CALLBACK(AMS, /obj/machinery/am_shielding.proc/controllerscan), 10)
linked_shielding = list()
else
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
AMS.update_icon()
addtimer(CALLBACK(src, .proc/reset_shield_icon_delay), 20)
/obj/machinery/power/am_control_unit/proc/reset_shield_icon_delay()
shield_icon_delay = 0
/obj/machinery/power/am_control_unit/proc/check_core_stability()
if(stored_core_stability_delay || 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
addtimer(CALLBACK(src, .proc/reset_stored_core_stability_delay), 40)
/obj/machinery/power/am_control_unit/proc/reset_stored_core_stability_delay()
stored_core_stability_delay = 0
/obj/machinery/power/am_control_unit/ui_interact(mob/user)
. = ..()
if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
if(!isAI(user))
user.unset_machine()
user << browse(null, "window=AMcontrol")
return
var/dat = ""
dat += "AntiMatter Control Panel<BR>"
dat += "<A href='?src=[REF(src)];close=1'>Close</A><BR>"
dat += "<A href='?src=[REF(src)];refresh=1'>Refresh</A><BR>"
dat += "<A href='?src=[REF(src)];refreshicons=1'>Force Shielding Update</A><BR><BR>"
dat += "Status: [(active?"Injecting":"Standby")] <BR>"
dat += "<A href='?src=[REF(src)];togglestatus=1'>Toggle Status</A><BR>"
dat += "Stability: [stability]%<BR>"
dat += "Reactor parts: [linked_shielding.len]<BR>"//TODO: perhaps add some sort of stability check
dat += "Cores: [linked_cores.len]<BR><BR>"
dat += "-Current Efficiency: [reported_core_efficiency]<BR>"
dat += "-Average Stability: [stored_core_stability] <A href='?src=[REF(src)];refreshstability=1'>(update)</A><BR>"
dat += "Last Produced: [DisplayPower(stored_power)]<BR>"
dat += "Fuel: "
if(!fueljar)
dat += "<BR>No fuel receptacle detected."
else
dat += "<A href='?src=[REF(src)];ejectjar=1'>Eject</A><BR>"
dat += "- [fueljar.fuel]/[fueljar.fuel_max] Units<BR>"
dat += "- Injecting: [fuel_injection] units<BR>"
dat += "- <A href='?src=[REF(src)];strengthdown=1'>--</A>|<A href='?src=[REF(src)];strengthup=1'>++</A><BR><BR>"
user << browse(dat, "window=AMcontrol;size=420x500")
onclose(user, "AMcontrol")
return
/obj/machinery/power/am_control_unit/Topic(href, href_list)
if(..())
return
if(href_list["close"])
usr << browse(null, "window=AMcontrol")
usr.unset_machine()
return
if(href_list["togglestatus"])
toggle_power()
if(href_list["refreshicons"])
update_shield_icons = 1
if(href_list["ejectjar"])
if(fueljar)
fueljar.forceMove(drop_location())
fueljar = null
//fueljar.control_unit = null currently it does not care where it is
//update_icon() when we have the icon for it
if(href_list["strengthup"])
fuel_injection++
if(href_list["strengthdown"])
fuel_injection--
if(fuel_injection < 0)
fuel_injection = 0
if(href_list["refreshstability"])
check_core_stability()
updateDialog()
return
/obj/machinery/power/am_control_unit
name = "antimatter control unit"
desc = "This device injects antimatter into connected shielding units, the more antimatter injected the more power produced. Wrench the device to set it up."
icon = 'icons/obj/machines/antimatter.dmi'
icon_state = "control"
anchored = FALSE
density = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 100
active_power_usage = 1000
interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT | INTERACT_ATOM_REQUIRES_ANCHORED
var/list/obj/machinery/am_shielding/linked_shielding
var/list/obj/machinery/am_shielding/linked_cores
var/obj/item/am_containment/fueljar
var/update_shield_icons = 0
var/stability = 100
var/exploding = 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/Initialize()
. = ..()
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)
QDEL_NULL(fueljar)
return ..()
/obj/machinery/power/am_control_unit/process()
if(exploding)
explosion(get_turf(src),8,12,18,12)
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)//No fuel but we are on, shutdown
toggle_power()
playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 0)
return
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.loc, 'sound/effects/bang.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*200000
//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.loc, 'sound/effects/bang.ogg', 50, 1)
return
/obj/machinery/power/am_control_unit/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
switch(severity)
if(1)
if(active)
toggle_power()
stability -= rand(15,30)
if(2)
if(active)
toggle_power()
stability -= rand(10,20)
/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_shielding)
AMS.blob_act()
qdel(src)
return
check_stability()
return
/obj/machinery/power/am_control_unit/ex_act(severity, target)
stability -= (80 - (severity * 20))
check_stability()
return
/obj/machinery/power/am_control_unit/bullet_act(obj/item/projectile/Proj)
. = ..()
if(Proj.flag != "bullet")
stability -= Proj.force
check_stability()
/obj/machinery/power/am_control_unit/power_change()
..()
if(stat & NOPOWER)
if(active)
toggle_power(1)
else
use_power = NO_POWER_USE
else if(!stat && anchored)
use_power = IDLE_POWER_USE
return
/obj/machinery/power/am_control_unit/update_icon()
if(active)
icon_state = "control_on"
else icon_state = "control"
//No other icons for it atm
/obj/machinery/power/am_control_unit/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/wrench))
if(!anchored)
W.play_tool_sound(src, 75)
user.visible_message("[user.name] secures the [src.name] to the floor.", \
"<span class='notice'>You secure the anchor bolts to the floor.</span>", \
"<span class='italics'>You hear a ratchet.</span>")
src.anchored = TRUE
connect_to_network()
else if(!linked_shielding.len > 0)
W.play_tool_sound(src, 75)
user.visible_message("[user.name] unsecures the [src.name].", \
"<span class='notice'>You remove the anchor bolts.</span>", \
"<span class='italics'>You hear a ratchet.</span>")
src.anchored = FALSE
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>")
else if(istype(W, /obj/item/am_containment))
if(fueljar)
to_chat(user, "<span class='warning'>There is already a [fueljar] inside!</span>")
return
if(!user.transferItemToLoc(W, src))
return
fueljar = W
user.visible_message("[user.name] loads an [W.name] into the [src.name].", \
"<span class='notice'>You load an [W.name].</span>", \
"<span class='italics'>You hear a thunk.</span>")
else
return ..()
/obj/machinery/power/am_control_unit/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
switch(damage_type)
if(BRUTE)
if(sound_effect)
if(damage)
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
if(sound_effect)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
else
return
if(damage >= 20)
stability -= damage/2
check_stability()
/obj/machinery/power/am_control_unit/proc/add_shielding(obj/machinery/am_shielding/AMS, AMS_linking = 0)
if(!istype(AMS))
return 0
if(!anchored)
return 0
if(!AMS_linking && !AMS.link_control(src))
return 0
linked_shielding.Add(AMS)
update_shield_icons = 1
return 1
/obj/machinery/power/am_control_unit/proc/remove_shielding(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(powerfail = 0)
active = !active
if(active)
use_power = ACTIVE_POWER_USE
visible_message("The [src.name] starts up.")
else
use_power = !powerfail
visible_message("The [src.name] shuts down.")
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/AMS in linked_shielding)
if(AMS.processing)
AMS.shutdown_core()
AMS.control_unit = null
addtimer(CALLBACK(AMS, /obj/machinery/am_shielding.proc/controllerscan), 10)
linked_shielding = list()
else
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
AMS.update_icon()
addtimer(CALLBACK(src, .proc/reset_shield_icon_delay), 20)
/obj/machinery/power/am_control_unit/proc/reset_shield_icon_delay()
shield_icon_delay = 0
/obj/machinery/power/am_control_unit/proc/check_core_stability()
if(stored_core_stability_delay || 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
addtimer(CALLBACK(src, .proc/reset_stored_core_stability_delay), 40)
/obj/machinery/power/am_control_unit/proc/reset_stored_core_stability_delay()
stored_core_stability_delay = 0
/obj/machinery/power/am_control_unit/ui_interact(mob/user)
. = ..()
if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
if(!isAI(user))
user.unset_machine()
user << browse(null, "window=AMcontrol")
return
var/dat = ""
dat += "AntiMatter Control Panel<BR>"
dat += "<A href='?src=[REF(src)];close=1'>Close</A><BR>"
dat += "<A href='?src=[REF(src)];refresh=1'>Refresh</A><BR>"
dat += "<A href='?src=[REF(src)];refreshicons=1'>Force Shielding Update</A><BR><BR>"
dat += "Status: [(active?"Injecting":"Standby")] <BR>"
dat += "<A href='?src=[REF(src)];togglestatus=1'>Toggle Status</A><BR>"
dat += "Stability: [stability]%<BR>"
dat += "Reactor parts: [linked_shielding.len]<BR>"//TODO: perhaps add some sort of stability check
dat += "Cores: [linked_cores.len]<BR><BR>"
dat += "-Current Efficiency: [reported_core_efficiency]<BR>"
dat += "-Average Stability: [stored_core_stability] <A href='?src=[REF(src)];refreshstability=1'>(update)</A><BR>"
dat += "Last Produced: [DisplayPower(stored_power)]<BR>"
dat += "Fuel: "
if(!fueljar)
dat += "<BR>No fuel receptacle detected."
else
dat += "<A href='?src=[REF(src)];ejectjar=1'>Eject</A><BR>"
dat += "- [fueljar.fuel]/[fueljar.fuel_max] Units<BR>"
dat += "- Injecting: [fuel_injection] units<BR>"
dat += "- <A href='?src=[REF(src)];strengthdown=1'>--</A>|<A href='?src=[REF(src)];strengthup=1'>++</A><BR><BR>"
user << browse(dat, "window=AMcontrol;size=420x500")
onclose(user, "AMcontrol")
return
/obj/machinery/power/am_control_unit/Topic(href, href_list)
if(..())
return
if(href_list["close"])
usr << browse(null, "window=AMcontrol")
usr.unset_machine()
return
if(href_list["togglestatus"])
toggle_power()
if(href_list["refreshicons"])
update_shield_icons = 1
if(href_list["ejectjar"])
if(fueljar)
fueljar.forceMove(drop_location())
fueljar = null
//fueljar.control_unit = null currently it does not care where it is
//update_icon() when we have the icon for it
if(href_list["strengthup"])
fuel_injection++
if(href_list["strengthdown"])
fuel_injection--
if(fuel_injection < 0)
fuel_injection = 0
if(href_list["refreshstability"])
check_core_stability()
updateDialog()
return
+253 -253
View File
@@ -1,253 +1,253 @@
//like orange but only checks north/south/east/west for one step
/proc/cardinalrange(var/center)
var/list/things = list()
for(var/direction in GLOB.cardinals)
var/turf/T = get_step(center, direction)
if(!T)
continue
things += T.contents
return things
/obj/machinery/am_shielding
name = "antimatter reactor section"
desc = "This device was built using a plasma life-form that seems to increase plasma's natural ability to react with neutrinos while reducing the combustibility."
icon = 'icons/obj/machines/antimatter.dmi'
icon_state = "shield"
density = TRUE
dir = NORTH
use_power = NO_POWER_USE//Living things generally dont use power
idle_power_usage = 0
active_power_usage = 0
var/obj/machinery/power/am_control_unit/control_unit = null
var/processing = FALSE//To track if we are in the update list or not, we need to be when we are damaged and if we ever
var/stability = 100//If this gets low bad things tend to happen
var/efficiency = 1//How many cores this core counts for when doing power processing, plasma in the air and stability could affect this
var/coredirs = 0
var/dirs = 0
/obj/machinery/am_shielding/Initialize()
. = ..()
addtimer(CALLBACK(src, .proc/controllerscan), 10)
/obj/machinery/am_shielding/proc/overheat()
visible_message("<span class='danger'>[src] melts!</span>")
new /obj/effect/hotspot(loc)
qdel(src)
/obj/machinery/am_shielding/proc/collapse()
visible_message("<span class='notice'>[src] collapses back into a container!</span>")
new /obj/item/am_shielding_container(drop_location())
qdel(src)
/obj/machinery/am_shielding/proc/controllerscan(priorscan = 0)
//Make sure we are the only one here
if(!isturf(loc))
collapse()
for(var/obj/machinery/am_shielding/AMS in loc.contents)
if(AMS == src)
continue
collapse()
return
//Search for shielding first
for(var/obj/machinery/am_shielding/AMS in cardinalrange(src))
if(AMS && AMS.control_unit && link_control(AMS.control_unit))
break
if(!control_unit)//No other guys nearby look for a control unit
for(var/direction in GLOB.cardinals)
for(var/obj/machinery/power/am_control_unit/AMC in cardinalrange(src))
if(AMC.add_shielding(src))
break
if(!control_unit)
if(!priorscan)
addtimer(CALLBACK(src, .proc/controllerscan, 1), 20)
return
collapse()
/obj/machinery/am_shielding/Destroy()
if(control_unit)
control_unit.remove_shielding(src)
if(processing)
shutdown_core()
//Might want to have it leave a mess on the floor but no sprites for now
return ..()
/obj/machinery/am_shielding/CanPass(atom/movable/mover, turf/target)
return 0
/obj/machinery/am_shielding/process()
if(!processing)
. = PROCESS_KILL
//TODO: core functions and stability
//TODO: think about checking the airmix for plasma and increasing power output
return
/obj/machinery/am_shielding/emp_act()//Immune due to not really much in the way of electronics.
return
/obj/machinery/am_shielding/ex_act(severity, target)
stability -= (80 - (severity * 20))
check_stability()
return
/obj/machinery/am_shielding/bullet_act(obj/item/projectile/Proj)
. = ..()
if(Proj.flag != "bullet")
stability -= Proj.force/2
check_stability()
/obj/machinery/am_shielding/update_icon()
dirs = 0
coredirs = 0
cut_overlays()
for(var/direction in GLOB.alldirs)
var/turf/T = get_step(loc, direction)
for(var/obj/machinery/machine in T)
if(istype(machine, /obj/machinery/am_shielding))
var/obj/machinery/am_shielding/shield = machine
if(shield.control_unit == control_unit)
if(shield.processing)
coredirs |= direction
if(direction in GLOB.cardinals)
dirs |= direction
else
if(istype(machine, /obj/machinery/power/am_control_unit) && (direction in GLOB.cardinals))
var/obj/machinery/power/am_control_unit/control = machine
if(control == control_unit)
dirs |= direction
var/prefix = ""
var/icondirs=dirs
if(coredirs)
prefix="core"
icon_state = "[prefix]shield_[icondirs]"
if(core_check())
add_overlay("core[control_unit && control_unit.active]")
if(!processing)
setup_core()
else if(processing)
shutdown_core()
/obj/machinery/am_shielding/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
switch(damage_type)
if(BRUTE)
if(sound_effect)
if(damage_amount)
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
if(sound_effect)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
else
return
if(damage_amount >= 10)
stability -= damage_amount/2
check_stability()
//Call this to link a detected shilding unit to the controller
/obj/machinery/am_shielding/proc/link_control(obj/machinery/power/am_control_unit/AMC)
if(!istype(AMC))
return 0
if(control_unit && control_unit != AMC)
return 0//Already have one
control_unit = AMC
control_unit.add_shielding(src,1)
return 1
//Scans cards for shields or the control unit and if all there it
/obj/machinery/am_shielding/proc/core_check()
for(var/direction in GLOB.alldirs)
var/found_am_device=0
for(var/obj/machinery/machine in get_step(loc, direction))
if(!machine)
continue//Need all for a core
if(istype(machine, /obj/machinery/am_shielding) || istype(machine, /obj/machinery/power/am_control_unit))
found_am_device = 1
break
if(!found_am_device)
return 0
return 1
/obj/machinery/am_shielding/proc/setup_core()
processing = TRUE
GLOB.machines |= src
START_PROCESSING(SSmachines, src)
if(!control_unit)
return
control_unit.linked_cores.Add(src)
control_unit.reported_core_efficiency += efficiency
return
/obj/machinery/am_shielding/proc/shutdown_core()
processing = FALSE
if(!control_unit)
return
control_unit.linked_cores.Remove(src)
control_unit.reported_core_efficiency -= efficiency
return
/obj/machinery/am_shielding/proc/check_stability(injecting_fuel = 0)
if(stability > 0)
return
if(injecting_fuel && control_unit)
control_unit.exploding = 1
if(src)
overheat()
return
/obj/machinery/am_shielding/proc/recalc_efficiency(new_efficiency)//tbh still not 100% sure how I want to deal with efficiency so this is likely temp
if(!control_unit || !processing)
return
if(stability < 50)
new_efficiency /= 2
control_unit.reported_core_efficiency += (new_efficiency - efficiency)
efficiency = new_efficiency
return
/obj/item/am_shielding_container
name = "packaged antimatter reactor section"
desc = "A small storage unit containing an antimatter reactor section. To use place near an antimatter control unit or deployed antimatter reactor section and use a multitool to activate this package."
icon = 'icons/obj/machines/antimatter.dmi'
icon_state = "box"
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1
throwforce = 5
throw_speed = 1
throw_range = 2
materials = list(MAT_METAL=100)
/obj/item/am_shielding_container/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/multitool) && istype(src.loc, /turf))
new/obj/machinery/am_shielding(src.loc)
qdel(src)
else
return ..()
//like orange but only checks north/south/east/west for one step
/proc/cardinalrange(var/center)
var/list/things = list()
for(var/direction in GLOB.cardinals)
var/turf/T = get_step(center, direction)
if(!T)
continue
things += T.contents
return things
/obj/machinery/am_shielding
name = "antimatter reactor section"
desc = "This device was built using a plasma life-form that seems to increase plasma's natural ability to react with neutrinos while reducing the combustibility."
icon = 'icons/obj/machines/antimatter.dmi'
icon_state = "shield"
density = TRUE
dir = NORTH
use_power = NO_POWER_USE//Living things generally dont use power
idle_power_usage = 0
active_power_usage = 0
var/obj/machinery/power/am_control_unit/control_unit = null
var/processing = FALSE//To track if we are in the update list or not, we need to be when we are damaged and if we ever
var/stability = 100//If this gets low bad things tend to happen
var/efficiency = 1//How many cores this core counts for when doing power processing, plasma in the air and stability could affect this
var/coredirs = 0
var/dirs = 0
/obj/machinery/am_shielding/Initialize()
. = ..()
addtimer(CALLBACK(src, .proc/controllerscan), 10)
/obj/machinery/am_shielding/proc/overheat()
visible_message("<span class='danger'>[src] melts!</span>")
new /obj/effect/hotspot(loc)
qdel(src)
/obj/machinery/am_shielding/proc/collapse()
visible_message("<span class='notice'>[src] collapses back into a container!</span>")
new /obj/item/am_shielding_container(drop_location())
qdel(src)
/obj/machinery/am_shielding/proc/controllerscan(priorscan = 0)
//Make sure we are the only one here
if(!isturf(loc))
collapse()
for(var/obj/machinery/am_shielding/AMS in loc.contents)
if(AMS == src)
continue
collapse()
return
//Search for shielding first
for(var/obj/machinery/am_shielding/AMS in cardinalrange(src))
if(AMS && AMS.control_unit && link_control(AMS.control_unit))
break
if(!control_unit)//No other guys nearby look for a control unit
for(var/direction in GLOB.cardinals)
for(var/obj/machinery/power/am_control_unit/AMC in cardinalrange(src))
if(AMC.add_shielding(src))
break
if(!control_unit)
if(!priorscan)
addtimer(CALLBACK(src, .proc/controllerscan, 1), 20)
return
collapse()
/obj/machinery/am_shielding/Destroy()
if(control_unit)
control_unit.remove_shielding(src)
if(processing)
shutdown_core()
//Might want to have it leave a mess on the floor but no sprites for now
return ..()
/obj/machinery/am_shielding/CanPass(atom/movable/mover, turf/target)
return 0
/obj/machinery/am_shielding/process()
if(!processing)
. = PROCESS_KILL
//TODO: core functions and stability
//TODO: think about checking the airmix for plasma and increasing power output
return
/obj/machinery/am_shielding/emp_act()//Immune due to not really much in the way of electronics.
return
/obj/machinery/am_shielding/ex_act(severity, target)
stability -= (80 - (severity * 20))
check_stability()
return
/obj/machinery/am_shielding/bullet_act(obj/item/projectile/Proj)
. = ..()
if(Proj.flag != "bullet")
stability -= Proj.force/2
check_stability()
/obj/machinery/am_shielding/update_icon()
dirs = 0
coredirs = 0
cut_overlays()
for(var/direction in GLOB.alldirs)
var/turf/T = get_step(loc, direction)
for(var/obj/machinery/machine in T)
if(istype(machine, /obj/machinery/am_shielding))
var/obj/machinery/am_shielding/shield = machine
if(shield.control_unit == control_unit)
if(shield.processing)
coredirs |= direction
if(direction in GLOB.cardinals)
dirs |= direction
else
if(istype(machine, /obj/machinery/power/am_control_unit) && (direction in GLOB.cardinals))
var/obj/machinery/power/am_control_unit/control = machine
if(control == control_unit)
dirs |= direction
var/prefix = ""
var/icondirs=dirs
if(coredirs)
prefix="core"
icon_state = "[prefix]shield_[icondirs]"
if(core_check())
add_overlay("core[control_unit && control_unit.active]")
if(!processing)
setup_core()
else if(processing)
shutdown_core()
/obj/machinery/am_shielding/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
switch(damage_type)
if(BRUTE)
if(sound_effect)
if(damage_amount)
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
if(sound_effect)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
else
return
if(damage_amount >= 10)
stability -= damage_amount/2
check_stability()
//Call this to link a detected shilding unit to the controller
/obj/machinery/am_shielding/proc/link_control(obj/machinery/power/am_control_unit/AMC)
if(!istype(AMC))
return 0
if(control_unit && control_unit != AMC)
return 0//Already have one
control_unit = AMC
control_unit.add_shielding(src,1)
return 1
//Scans cards for shields or the control unit and if all there it
/obj/machinery/am_shielding/proc/core_check()
for(var/direction in GLOB.alldirs)
var/found_am_device=0
for(var/obj/machinery/machine in get_step(loc, direction))
if(!machine)
continue//Need all for a core
if(istype(machine, /obj/machinery/am_shielding) || istype(machine, /obj/machinery/power/am_control_unit))
found_am_device = 1
break
if(!found_am_device)
return 0
return 1
/obj/machinery/am_shielding/proc/setup_core()
processing = TRUE
GLOB.machines |= src
START_PROCESSING(SSmachines, src)
if(!control_unit)
return
control_unit.linked_cores.Add(src)
control_unit.reported_core_efficiency += efficiency
return
/obj/machinery/am_shielding/proc/shutdown_core()
processing = FALSE
if(!control_unit)
return
control_unit.linked_cores.Remove(src)
control_unit.reported_core_efficiency -= efficiency
return
/obj/machinery/am_shielding/proc/check_stability(injecting_fuel = 0)
if(stability > 0)
return
if(injecting_fuel && control_unit)
control_unit.exploding = 1
if(src)
overheat()
return
/obj/machinery/am_shielding/proc/recalc_efficiency(new_efficiency)//tbh still not 100% sure how I want to deal with efficiency so this is likely temp
if(!control_unit || !processing)
return
if(stability < 50)
new_efficiency /= 2
control_unit.reported_core_efficiency += (new_efficiency - efficiency)
efficiency = new_efficiency
return
/obj/item/am_shielding_container
name = "packaged antimatter reactor section"
desc = "A small storage unit containing an antimatter reactor section. To use place near an antimatter control unit or deployed antimatter reactor section and use a multitool to activate this package."
icon = 'icons/obj/machines/antimatter.dmi'
icon_state = "box"
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1
throwforce = 5
throw_speed = 1
throw_range = 2
materials = list(MAT_METAL=100)
/obj/item/am_shielding_container/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/multitool) && istype(src.loc, /turf))
new/obj/machinery/am_shielding(src.loc)
qdel(src)
else
return ..()
File diff suppressed because it is too large Load Diff
+366 -366
View File
@@ -1,366 +1,366 @@
/obj/item/stock_parts/cell
name = "power cell"
desc = "A rechargeable electrochemical power cell."
icon = 'icons/obj/power.dmi'
icon_state = "cell"
item_state = "cell"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
force = 5
throwforce = 5
throw_speed = 2
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
var/charge = 0 // note %age conveted to actual charge in New
var/maxcharge = 1000
materials = list(MAT_METAL=700, MAT_GLASS=50)
grind_results = list(/datum/reagent/lithium = 15, /datum/reagent/iron = 5, /datum/reagent/silicon = 5)
var/rigged = FALSE // true if rigged to explode
var/chargerate = 100 //how much power is given every tick in a recharger
var/self_recharge = 0 //does it self recharge, over time, or not?
var/ratingdesc = TRUE
var/grown_battery = FALSE // If it's a grown that acts as a battery, add a wire overlay to it.
rad_flags = RAD_NO_CONTAMINATE // Prevent the same cheese as with the stock parts
/obj/item/stock_parts/cell/get_cell()
return src
/obj/item/stock_parts/cell/Initialize(mapload, override_maxcharge)
. = ..()
if(self_recharge)
START_PROCESSING(SSobj, src)
create_reagents(5, INJECTABLE | DRAINABLE)
if (override_maxcharge)
maxcharge = override_maxcharge
charge = maxcharge
if(ratingdesc)
desc += " This one has a rating of [DisplayEnergy(maxcharge)], and you should not swallow it."
update_icon()
/obj/item/stock_parts/cell/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/stock_parts/cell/vv_edit_var(var_name, var_value)
switch(var_name)
if("self_recharge")
if(var_value)
START_PROCESSING(SSobj, src)
else
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/stock_parts/cell/process()
if(self_recharge)
give(chargerate * 0.25)
else
return PROCESS_KILL
/obj/item/stock_parts/cell/update_icon()
cut_overlays()
if(grown_battery)
add_overlay(image('icons/obj/power.dmi',"grown_wires"))
if(charge < 0.01)
return
else if(charge/maxcharge >=0.995)
add_overlay("cell-o2")
else
add_overlay("cell-o1")
/obj/item/stock_parts/cell/proc/percent() // return % charge of cell
return 100*charge/maxcharge
// use power from a cell
/obj/item/stock_parts/cell/use(amount, can_explode = TRUE)
if(rigged && amount > 0 && can_explode)
explode()
return 0
if(charge < amount)
return 0
charge = (charge - amount)
if(!istype(loc, /obj/machinery/power/apc))
SSblackbox.record_feedback("tally", "cell_used", 1, type)
return 1
// recharge the cell
/obj/item/stock_parts/cell/proc/give(amount)
if(rigged && amount > 0)
explode()
return 0
if(maxcharge < amount)
amount = maxcharge
var/power_used = min(maxcharge-charge,amount)
charge += power_used
return power_used
/obj/item/stock_parts/cell/examine(mob/user)
. = ..()
if(rigged)
. += "<span class='danger'>This power cell seems to be faulty!</span>"
else
. += "The charge meter reads [round(src.percent() )]%."
/obj/item/stock_parts/cell/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is licking the electrodes of [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (FIRELOSS)
/obj/item/stock_parts/cell/on_reagent_change(changetype)
..()
rigged = reagents?.has_reagent(/datum/reagent/toxin/plasma, 5) ? TRUE : FALSE //has_reagent returns the reagent datum
/obj/item/stock_parts/cell/proc/explode()
var/turf/T = get_turf(src.loc)
if (charge==0)
return
var/devastation_range = -1 //round(charge/11000)
var/heavy_impact_range = round(sqrt(charge)/60)
var/light_impact_range = round(sqrt(charge)/30)
var/flash_range = light_impact_range
if (light_impact_range==0)
rigged = FALSE
corrupt()
return
//explosion(T, 0, 1, 2, 2)
explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
qdel(src)
/obj/item/stock_parts/cell/proc/corrupt()
charge /= 2
maxcharge = max(maxcharge/2, chargerate)
if (prob(10))
rigged = TRUE //broken batterys are dangerous
/obj/item/stock_parts/cell/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
charge -= 1000 / severity
if (charge < 0)
charge = 0
/obj/item/stock_parts/cell/ex_act(severity, target)
..()
if(!QDELETED(src))
switch(severity)
if(2)
if(prob(50))
corrupt()
if(3)
if(prob(25))
corrupt()
/obj/item/stock_parts/cell/blob_act(obj/structure/blob/B)
ex_act(EXPLODE_DEVASTATE)
/obj/item/stock_parts/cell/proc/get_electrocute_damage()
if(charge >= 1000)
return CLAMP(round(charge/10000), 10, 90) + rand(-5,5)
else
return 0
/obj/item/stock_parts/cell/get_part_rating()
return rating * maxcharge
/* Cell variants*/
/obj/item/stock_parts/cell/empty/Initialize()
. = ..()
charge = 0
/obj/item/stock_parts/cell/crap
name = "\improper Nanotrasen brand rechargeable AA battery"
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
maxcharge = 500
materials = list(MAT_GLASS=40)
/obj/item/stock_parts/cell/crap/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/upgraded
name = "upgraded power cell"
desc = "A power cell with a slightly higher capacity than normal!"
maxcharge = 2500
materials = list(MAT_GLASS=50)
chargerate = 1000
/obj/item/stock_parts/cell/upgraded/plus
name = "upgraded power cell+"
desc = "A power cell with an even higher capacity than the base model!"
maxcharge = 5000
/obj/item/stock_parts/cell/secborg
name = "security borg rechargeable D battery"
maxcharge = 1250 //25/12/6 disabler/laser/taser shots.
materials = list(MAT_GLASS=40)
/obj/item/stock_parts/cell/secborg/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/lascarbine
name = "laser carbine power supply"
maxcharge = 1500 //20 laser shots.
/obj/item/stock_parts/cell/pulse //200 pulse shots
name = "pulse rifle power cell"
maxcharge = 40000
chargerate = 1500
/obj/item/stock_parts/cell/pulse/carbine //25 pulse shots
name = "pulse carbine power cell"
maxcharge = 5000
/obj/item/stock_parts/cell/pulse/pistol //10 pulse shots
name = "pulse pistol power cell"
maxcharge = 2000
/obj/item/stock_parts/cell/high
name = "high-capacity power cell"
icon_state = "hcell"
maxcharge = 10000
materials = list(MAT_GLASS=60)
chargerate = 1500
/obj/item/stock_parts/cell/high/plus
name = "high-capacity power cell+"
desc = "Where did these come from?"
icon_state = "h+cell"
maxcharge = 15000
chargerate = 2250
/obj/item/stock_parts/cell/high/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/super
name = "super-capacity power cell"
icon_state = "scell"
maxcharge = 20000
materials = list(MAT_GLASS=300)
chargerate = 2000
/obj/item/stock_parts/cell/super/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/hyper
name = "hyper-capacity power cell"
icon_state = "hpcell"
maxcharge = 30000
materials = list(MAT_GLASS=400)
chargerate = 3000
/obj/item/stock_parts/cell/hyper/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/bluespace
name = "bluespace power cell"
desc = "A rechargeable transdimensional power cell."
icon_state = "bscell"
maxcharge = 40000
materials = list(MAT_GLASS=600)
chargerate = 4000
/obj/item/stock_parts/cell/bluespace/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/infinite
name = "infinite-capacity power cell!"
icon_state = "icell"
maxcharge = 30000
materials = list(MAT_GLASS=1000)
rating = 100
chargerate = 30000
/obj/item/stock_parts/cell/infinite/use()
return 1
/obj/item/stock_parts/cell/infinite/abductor
name = "void core"
desc = "An alien power cell that produces energy seemingly out of nowhere."
icon = 'icons/obj/abductor.dmi'
icon_state = "cell"
maxcharge = 50000
ratingdesc = FALSE
/obj/item/stock_parts/cell/infinite/abductor/update_icon()
return
/obj/item/stock_parts/cell/potato
name = "potato battery"
desc = "A rechargeable starch based power cell."
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "potato"
charge = 100
maxcharge = 300
materials = list()
grown_battery = TRUE //it has the overlays for wires
/obj/item/stock_parts/cell/high/slime
name = "charged slime core"
desc = "A yellow slime core infused with plasma, it crackles with power."
icon = 'icons/mob/slimes.dmi'
icon_state = "yellow slime extract"
materials = list()
rating = 5 //self-recharge makes these desirable
self_recharge = 1 // Infused slime cores self-recharge, over time
/obj/item/stock_parts/cell/emproof
name = "\improper EMP-proof cell"
desc = "An EMP-proof cell."
maxcharge = 500
rating = 3
/obj/item/stock_parts/cell/emproof/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/emproof/empty/ComponentInitialize()
. = ..()
AddComponent(/datum/component/empprotection, EMP_PROTECT_SELF)
/obj/item/stock_parts/cell/emproof/corrupt()
return
/obj/item/stock_parts/cell/beam_rifle
name = "beam rifle capacitor"
desc = "A high powered capacitor that can provide huge amounts of energy in an instant."
maxcharge = 50000
chargerate = 5000 //Extremely energy intensive
/obj/item/stock_parts/cell/beam_rifle/corrupt()
return
/obj/item/stock_parts/cell/beam_rifle/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
charge = CLAMP((charge-(10000/severity)),0,maxcharge)
/obj/item/stock_parts/cell/emergency_light
name = "miniature power cell"
desc = "A tiny power cell with a very low power capacity. Used in light fixtures to power them in the event of an outage."
maxcharge = 120 //Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell
materials = list(MAT_GLASS = 20)
w_class = WEIGHT_CLASS_TINY
/obj/item/stock_parts/cell/emergency_light/Initialize()
. = ..()
var/area/A = get_area(src)
if(!A.lightswitch || !A.light_power)
charge = 0 //For naturally depowered areas, we start with no power
//found inside the inducers ordered from cargo.
/obj/item/stock_parts/cell/inducer_supply
maxcharge = 5000
/obj/item/stock_parts/cell
name = "power cell"
desc = "A rechargeable electrochemical power cell."
icon = 'icons/obj/power.dmi'
icon_state = "cell"
item_state = "cell"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
force = 5
throwforce = 5
throw_speed = 2
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
var/charge = 0 // note %age conveted to actual charge in New
var/maxcharge = 1000
materials = list(MAT_METAL=700, MAT_GLASS=50)
grind_results = list(/datum/reagent/lithium = 15, /datum/reagent/iron = 5, /datum/reagent/silicon = 5)
var/rigged = FALSE // true if rigged to explode
var/chargerate = 100 //how much power is given every tick in a recharger
var/self_recharge = 0 //does it self recharge, over time, or not?
var/ratingdesc = TRUE
var/grown_battery = FALSE // If it's a grown that acts as a battery, add a wire overlay to it.
rad_flags = RAD_NO_CONTAMINATE // Prevent the same cheese as with the stock parts
/obj/item/stock_parts/cell/get_cell()
return src
/obj/item/stock_parts/cell/Initialize(mapload, override_maxcharge)
. = ..()
if(self_recharge)
START_PROCESSING(SSobj, src)
create_reagents(5, INJECTABLE | DRAINABLE)
if (override_maxcharge)
maxcharge = override_maxcharge
charge = maxcharge
if(ratingdesc)
desc += " This one has a rating of [DisplayEnergy(maxcharge)], and you should not swallow it."
update_icon()
/obj/item/stock_parts/cell/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/stock_parts/cell/vv_edit_var(var_name, var_value)
switch(var_name)
if("self_recharge")
if(var_value)
START_PROCESSING(SSobj, src)
else
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/stock_parts/cell/process()
if(self_recharge)
give(chargerate * 0.25)
else
return PROCESS_KILL
/obj/item/stock_parts/cell/update_icon()
cut_overlays()
if(grown_battery)
add_overlay(image('icons/obj/power.dmi',"grown_wires"))
if(charge < 0.01)
return
else if(charge/maxcharge >=0.995)
add_overlay("cell-o2")
else
add_overlay("cell-o1")
/obj/item/stock_parts/cell/proc/percent() // return % charge of cell
return 100*charge/maxcharge
// use power from a cell
/obj/item/stock_parts/cell/use(amount, can_explode = TRUE)
if(rigged && amount > 0 && can_explode)
explode()
return 0
if(charge < amount)
return 0
charge = (charge - amount)
if(!istype(loc, /obj/machinery/power/apc))
SSblackbox.record_feedback("tally", "cell_used", 1, type)
return 1
// recharge the cell
/obj/item/stock_parts/cell/proc/give(amount)
if(rigged && amount > 0)
explode()
return 0
if(maxcharge < amount)
amount = maxcharge
var/power_used = min(maxcharge-charge,amount)
charge += power_used
return power_used
/obj/item/stock_parts/cell/examine(mob/user)
. = ..()
if(rigged)
. += "<span class='danger'>This power cell seems to be faulty!</span>"
else
. += "The charge meter reads [round(src.percent() )]%."
/obj/item/stock_parts/cell/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is licking the electrodes of [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (FIRELOSS)
/obj/item/stock_parts/cell/on_reagent_change(changetype)
..()
rigged = reagents?.has_reagent(/datum/reagent/toxin/plasma, 5) ? TRUE : FALSE //has_reagent returns the reagent datum
/obj/item/stock_parts/cell/proc/explode()
var/turf/T = get_turf(src.loc)
if (charge==0)
return
var/devastation_range = -1 //round(charge/11000)
var/heavy_impact_range = round(sqrt(charge)/60)
var/light_impact_range = round(sqrt(charge)/30)
var/flash_range = light_impact_range
if (light_impact_range==0)
rigged = FALSE
corrupt()
return
//explosion(T, 0, 1, 2, 2)
explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
qdel(src)
/obj/item/stock_parts/cell/proc/corrupt()
charge /= 2
maxcharge = max(maxcharge/2, chargerate)
if (prob(10))
rigged = TRUE //broken batterys are dangerous
/obj/item/stock_parts/cell/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
charge -= 1000 / severity
if (charge < 0)
charge = 0
/obj/item/stock_parts/cell/ex_act(severity, target)
..()
if(!QDELETED(src))
switch(severity)
if(2)
if(prob(50))
corrupt()
if(3)
if(prob(25))
corrupt()
/obj/item/stock_parts/cell/blob_act(obj/structure/blob/B)
ex_act(EXPLODE_DEVASTATE)
/obj/item/stock_parts/cell/proc/get_electrocute_damage()
if(charge >= 1000)
return CLAMP(round(charge/10000), 10, 90) + rand(-5,5)
else
return 0
/obj/item/stock_parts/cell/get_part_rating()
return rating * maxcharge
/* Cell variants*/
/obj/item/stock_parts/cell/empty/Initialize()
. = ..()
charge = 0
/obj/item/stock_parts/cell/crap
name = "\improper Nanotrasen brand rechargeable AA battery"
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
maxcharge = 500
materials = list(MAT_GLASS=40)
/obj/item/stock_parts/cell/crap/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/upgraded
name = "upgraded power cell"
desc = "A power cell with a slightly higher capacity than normal!"
maxcharge = 2500
materials = list(MAT_GLASS=50)
chargerate = 1000
/obj/item/stock_parts/cell/upgraded/plus
name = "upgraded power cell+"
desc = "A power cell with an even higher capacity than the base model!"
maxcharge = 5000
/obj/item/stock_parts/cell/secborg
name = "security borg rechargeable D battery"
maxcharge = 1250 //25/12/6 disabler/laser/taser shots.
materials = list(MAT_GLASS=40)
/obj/item/stock_parts/cell/secborg/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/lascarbine
name = "laser carbine power supply"
maxcharge = 1500 //20 laser shots.
/obj/item/stock_parts/cell/pulse //200 pulse shots
name = "pulse rifle power cell"
maxcharge = 40000
chargerate = 1500
/obj/item/stock_parts/cell/pulse/carbine //25 pulse shots
name = "pulse carbine power cell"
maxcharge = 5000
/obj/item/stock_parts/cell/pulse/pistol //10 pulse shots
name = "pulse pistol power cell"
maxcharge = 2000
/obj/item/stock_parts/cell/high
name = "high-capacity power cell"
icon_state = "hcell"
maxcharge = 10000
materials = list(MAT_GLASS=60)
chargerate = 1500
/obj/item/stock_parts/cell/high/plus
name = "high-capacity power cell+"
desc = "Where did these come from?"
icon_state = "h+cell"
maxcharge = 15000
chargerate = 2250
/obj/item/stock_parts/cell/high/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/super
name = "super-capacity power cell"
icon_state = "scell"
maxcharge = 20000
materials = list(MAT_GLASS=300)
chargerate = 2000
/obj/item/stock_parts/cell/super/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/hyper
name = "hyper-capacity power cell"
icon_state = "hpcell"
maxcharge = 30000
materials = list(MAT_GLASS=400)
chargerate = 3000
/obj/item/stock_parts/cell/hyper/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/bluespace
name = "bluespace power cell"
desc = "A rechargeable transdimensional power cell."
icon_state = "bscell"
maxcharge = 40000
materials = list(MAT_GLASS=600)
chargerate = 4000
/obj/item/stock_parts/cell/bluespace/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/infinite
name = "infinite-capacity power cell!"
icon_state = "icell"
maxcharge = 30000
materials = list(MAT_GLASS=1000)
rating = 100
chargerate = 30000
/obj/item/stock_parts/cell/infinite/use()
return 1
/obj/item/stock_parts/cell/infinite/abductor
name = "void core"
desc = "An alien power cell that produces energy seemingly out of nowhere."
icon = 'icons/obj/abductor.dmi'
icon_state = "cell"
maxcharge = 50000
ratingdesc = FALSE
/obj/item/stock_parts/cell/infinite/abductor/update_icon()
return
/obj/item/stock_parts/cell/potato
name = "potato battery"
desc = "A rechargeable starch based power cell."
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "potato"
charge = 100
maxcharge = 300
materials = list()
grown_battery = TRUE //it has the overlays for wires
/obj/item/stock_parts/cell/high/slime
name = "charged slime core"
desc = "A yellow slime core infused with plasma, it crackles with power."
icon = 'icons/mob/slimes.dmi'
icon_state = "yellow slime extract"
materials = list()
rating = 5 //self-recharge makes these desirable
self_recharge = 1 // Infused slime cores self-recharge, over time
/obj/item/stock_parts/cell/emproof
name = "\improper EMP-proof cell"
desc = "An EMP-proof cell."
maxcharge = 500
rating = 3
/obj/item/stock_parts/cell/emproof/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/stock_parts/cell/emproof/empty/ComponentInitialize()
. = ..()
AddComponent(/datum/component/empprotection, EMP_PROTECT_SELF)
/obj/item/stock_parts/cell/emproof/corrupt()
return
/obj/item/stock_parts/cell/beam_rifle
name = "beam rifle capacitor"
desc = "A high powered capacitor that can provide huge amounts of energy in an instant."
maxcharge = 50000
chargerate = 5000 //Extremely energy intensive
/obj/item/stock_parts/cell/beam_rifle/corrupt()
return
/obj/item/stock_parts/cell/beam_rifle/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
charge = CLAMP((charge-(10000/severity)),0,maxcharge)
/obj/item/stock_parts/cell/emergency_light
name = "miniature power cell"
desc = "A tiny power cell with a very low power capacity. Used in light fixtures to power them in the event of an outage."
maxcharge = 120 //Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell
materials = list(MAT_GLASS = 20)
w_class = WEIGHT_CLASS_TINY
/obj/item/stock_parts/cell/emergency_light/Initialize()
. = ..()
var/area/A = get_area(src)
if(!A.lightswitch || !A.light_power)
charge = 0 //For naturally depowered areas, we start with no power
//found inside the inducers ordered from cargo.
/obj/item/stock_parts/cell/inducer_supply
maxcharge = 5000
+234 -234
View File
@@ -1,234 +1,234 @@
/obj/machinery/power/generator
name = "thermoelectric generator"
desc = "It's a high efficiency thermoelectric generator."
icon_state = "teg"
density = TRUE
use_power = NO_POWER_USE
var/obj/machinery/atmospherics/components/binary/circulator/cold_circ
var/obj/machinery/atmospherics/components/binary/circulator/hot_circ
var/lastgen = 0
var/lastgenlev = -1
var/lastcirc = "00"
/obj/machinery/power/generator/Initialize(mapload)
. = ..()
find_circs()
connect_to_network()
SSair.atmos_machinery += src
update_icon()
component_parts = list(new /obj/item/circuitboard/machine/generator)
/obj/machinery/power/generator/ComponentInitialize()
. = ..()
AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS )
/obj/machinery/power/generator/Destroy()
kill_circs()
SSair.atmos_machinery -= src
return ..()
/obj/machinery/power/generator/update_icon()
if(stat & (NOPOWER|BROKEN))
cut_overlays()
else
cut_overlays()
var/L = min(round(lastgenlev/100000),11)
if(L != 0)
add_overlay(image('icons/obj/power.dmi', "teg-op[L]"))
if(hot_circ && cold_circ)
add_overlay("teg-oc[lastcirc]")
#define GENRATE 800 // generator output coefficient from Q
/obj/machinery/power/generator/process_atmos()
if(!cold_circ || !hot_circ)
return
if(powernet)
var/datum/gas_mixture/cold_air = cold_circ.return_transfer_air()
var/datum/gas_mixture/hot_air = hot_circ.return_transfer_air()
if(cold_air && hot_air)
var/cold_air_heat_capacity = cold_air.heat_capacity()
var/hot_air_heat_capacity = hot_air.heat_capacity()
var/delta_temperature = hot_air.temperature - cold_air.temperature
if(delta_temperature > 0 && cold_air_heat_capacity > 0 && hot_air_heat_capacity > 0)
var/efficiency = 0.45
var/energy_transfer = delta_temperature*hot_air_heat_capacity*cold_air_heat_capacity/(hot_air_heat_capacity+cold_air_heat_capacity)
var/heat = energy_transfer*(1-efficiency)
lastgen += energy_transfer*efficiency
hot_air.temperature = hot_air.temperature - energy_transfer/hot_air_heat_capacity
cold_air.temperature = cold_air.temperature + heat/cold_air_heat_capacity
//add_avail(lastgen) This is done in process now
// update icon overlays only if displayed level has changed
if(hot_air)
var/datum/gas_mixture/hot_circ_air1 = hot_circ.airs[1]
hot_circ_air1.merge(hot_air)
if(cold_air)
var/datum/gas_mixture/cold_circ_air1 = cold_circ.airs[1]
cold_circ_air1.merge(cold_air)
update_icon()
var/circ = "[cold_circ && cold_circ.last_pressure_delta > 0 ? "1" : "0"][hot_circ && hot_circ.last_pressure_delta > 0 ? "1" : "0"]"
if(circ != lastcirc)
lastcirc = circ
update_icon()
src.updateDialog()
/obj/machinery/power/generator/process()
//Setting this number higher just makes the change in power output slower, it doesnt actualy reduce power output cause **math**
var/power_output = round(lastgen / 10)
add_avail(power_output)
lastgenlev = power_output
lastgen -= power_output
..()
/obj/machinery/power/generator/proc/get_menu(include_link = TRUE)
var/t = ""
if(!powernet)
t += "<span class='bad'>Unable to connect to the power network!</span>"
else if(cold_circ && hot_circ)
var/datum/gas_mixture/cold_circ_air1 = cold_circ.airs[1]
var/datum/gas_mixture/cold_circ_air2 = cold_circ.airs[2]
var/datum/gas_mixture/hot_circ_air1 = hot_circ.airs[1]
var/datum/gas_mixture/hot_circ_air2 = hot_circ.airs[2]
t += "<div class='statusDisplay'>"
t += "Output: [DisplayPower(lastgenlev)]"
t += "<BR>"
t += "<B><font color='blue'>Cold loop</font></B><BR>"
t += "Temperature Inlet: [round(cold_circ_air2.temperature, 0.1)] K / Outlet: [round(cold_circ_air1.temperature, 0.1)] K<BR>"
t += "Pressure Inlet: [round(cold_circ_air2.return_pressure(), 0.1)] kPa / Outlet: [round(cold_circ_air1.return_pressure(), 0.1)] kPa<BR>"
t += "<B><font color='red'>Hot loop</font></B><BR>"
t += "Temperature Inlet: [round(hot_circ_air2.temperature, 0.1)] K / Outlet: [round(hot_circ_air1.temperature, 0.1)] K<BR>"
t += "Pressure Inlet: [round(hot_circ_air2.return_pressure(), 0.1)] kPa / Outlet: [round(hot_circ_air1.return_pressure(), 0.1)] kPa<BR>"
t += "</div>"
else if(!hot_circ && cold_circ)
t += "<span class='bad'>Unable to locate hot circulator!</span>"
else if(hot_circ && !cold_circ)
t += "<span class='bad'>Unable to locate cold circulator!</span>"
else
t += "<span class='bad'>Unable to locate any parts!</span>"
if(include_link)
t += "<BR><A href='?src=[REF(src)];close=1'>Close</A>"
return t
/obj/machinery/power/generator/ui_interact(mob/user)
. = ..()
var/datum/browser/popup = new(user, "teg", "Thermo-Electric Generator", 460, 300)
popup.set_content(get_menu())
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
/obj/machinery/power/generator/Topic(href, href_list)
if(..())
return
if( href_list["close"] )
usr << browse(null, "window=teg")
usr.unset_machine()
return FALSE
return TRUE
/obj/machinery/power/generator/power_change()
..()
update_icon()
/obj/machinery/power/generator/proc/find_circs()
kill_circs()
var/list/circs = list()
var/obj/machinery/atmospherics/components/binary/circulator/C
var/circpath = /obj/machinery/atmospherics/components/binary/circulator
if(dir == NORTH || dir == SOUTH)
C = locate(circpath) in get_step(src, EAST)
if(C && C.dir == WEST)
circs += C
C = locate(circpath) in get_step(src, WEST)
if(C && C.dir == EAST)
circs += C
else
C = locate(circpath) in get_step(src, NORTH)
if(C && C.dir == SOUTH)
circs += C
C = locate(circpath) in get_step(src, SOUTH)
if(C && C.dir == NORTH)
circs += C
if(circs.len)
for(C in circs)
if(C.mode == CIRCULATOR_COLD && !cold_circ)
cold_circ = C
C.generator = src
else if(C.mode == CIRCULATOR_HOT && !hot_circ)
hot_circ = C
C.generator = src
/obj/machinery/power/generator/wrench_act(mob/living/user, obj/item/I)
if(!panel_open)
return
anchored = !anchored
I.play_tool_sound(src)
if(!anchored)
kill_circs()
connect_to_network()
to_chat(user, "<span class='notice'>You [anchored?"secure":"unsecure"] [src].</span>")
return TRUE
/obj/machinery/power/generator/multitool_act(mob/living/user, obj/item/I)
if(!anchored)
return
find_circs()
to_chat(user, "<span class='notice'>You update [src]'s circulator links.</span>")
return TRUE
/obj/machinery/power/generator/screwdriver_act(mob/user, obj/item/I)
if(..())
return TRUE
panel_open = !panel_open
I.play_tool_sound(src)
to_chat(user, "<span class='notice'>You [panel_open?"open":"close"] the panel on [src].</span>")
return TRUE
/obj/machinery/power/generator/crowbar_act(mob/user, obj/item/I)
default_deconstruction_crowbar(I)
return TRUE
/obj/machinery/power/generator/on_deconstruction()
kill_circs()
/obj/machinery/power/generator/proc/kill_circs()
if(hot_circ)
hot_circ.generator = null
hot_circ = null
if(cold_circ)
cold_circ.generator = null
cold_circ = null
/obj/machinery/power/generator
name = "thermoelectric generator"
desc = "It's a high efficiency thermoelectric generator."
icon_state = "teg"
density = TRUE
use_power = NO_POWER_USE
var/obj/machinery/atmospherics/components/binary/circulator/cold_circ
var/obj/machinery/atmospherics/components/binary/circulator/hot_circ
var/lastgen = 0
var/lastgenlev = -1
var/lastcirc = "00"
/obj/machinery/power/generator/Initialize(mapload)
. = ..()
find_circs()
connect_to_network()
SSair.atmos_machinery += src
update_icon()
component_parts = list(new /obj/item/circuitboard/machine/generator)
/obj/machinery/power/generator/ComponentInitialize()
. = ..()
AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS )
/obj/machinery/power/generator/Destroy()
kill_circs()
SSair.atmos_machinery -= src
return ..()
/obj/machinery/power/generator/update_icon()
if(stat & (NOPOWER|BROKEN))
cut_overlays()
else
cut_overlays()
var/L = min(round(lastgenlev/100000),11)
if(L != 0)
add_overlay(image('icons/obj/power.dmi', "teg-op[L]"))
if(hot_circ && cold_circ)
add_overlay("teg-oc[lastcirc]")
#define GENRATE 800 // generator output coefficient from Q
/obj/machinery/power/generator/process_atmos()
if(!cold_circ || !hot_circ)
return
if(powernet)
var/datum/gas_mixture/cold_air = cold_circ.return_transfer_air()
var/datum/gas_mixture/hot_air = hot_circ.return_transfer_air()
if(cold_air && hot_air)
var/cold_air_heat_capacity = cold_air.heat_capacity()
var/hot_air_heat_capacity = hot_air.heat_capacity()
var/delta_temperature = hot_air.temperature - cold_air.temperature
if(delta_temperature > 0 && cold_air_heat_capacity > 0 && hot_air_heat_capacity > 0)
var/efficiency = 0.45
var/energy_transfer = delta_temperature*hot_air_heat_capacity*cold_air_heat_capacity/(hot_air_heat_capacity+cold_air_heat_capacity)
var/heat = energy_transfer*(1-efficiency)
lastgen += energy_transfer*efficiency
hot_air.temperature = hot_air.temperature - energy_transfer/hot_air_heat_capacity
cold_air.temperature = cold_air.temperature + heat/cold_air_heat_capacity
//add_avail(lastgen) This is done in process now
// update icon overlays only if displayed level has changed
if(hot_air)
var/datum/gas_mixture/hot_circ_air1 = hot_circ.airs[1]
hot_circ_air1.merge(hot_air)
if(cold_air)
var/datum/gas_mixture/cold_circ_air1 = cold_circ.airs[1]
cold_circ_air1.merge(cold_air)
update_icon()
var/circ = "[cold_circ && cold_circ.last_pressure_delta > 0 ? "1" : "0"][hot_circ && hot_circ.last_pressure_delta > 0 ? "1" : "0"]"
if(circ != lastcirc)
lastcirc = circ
update_icon()
src.updateDialog()
/obj/machinery/power/generator/process()
//Setting this number higher just makes the change in power output slower, it doesnt actualy reduce power output cause **math**
var/power_output = round(lastgen / 10)
add_avail(power_output)
lastgenlev = power_output
lastgen -= power_output
..()
/obj/machinery/power/generator/proc/get_menu(include_link = TRUE)
var/t = ""
if(!powernet)
t += "<span class='bad'>Unable to connect to the power network!</span>"
else if(cold_circ && hot_circ)
var/datum/gas_mixture/cold_circ_air1 = cold_circ.airs[1]
var/datum/gas_mixture/cold_circ_air2 = cold_circ.airs[2]
var/datum/gas_mixture/hot_circ_air1 = hot_circ.airs[1]
var/datum/gas_mixture/hot_circ_air2 = hot_circ.airs[2]
t += "<div class='statusDisplay'>"
t += "Output: [DisplayPower(lastgenlev)]"
t += "<BR>"
t += "<B><font color='blue'>Cold loop</font></B><BR>"
t += "Temperature Inlet: [round(cold_circ_air2.temperature, 0.1)] K / Outlet: [round(cold_circ_air1.temperature, 0.1)] K<BR>"
t += "Pressure Inlet: [round(cold_circ_air2.return_pressure(), 0.1)] kPa / Outlet: [round(cold_circ_air1.return_pressure(), 0.1)] kPa<BR>"
t += "<B><font color='red'>Hot loop</font></B><BR>"
t += "Temperature Inlet: [round(hot_circ_air2.temperature, 0.1)] K / Outlet: [round(hot_circ_air1.temperature, 0.1)] K<BR>"
t += "Pressure Inlet: [round(hot_circ_air2.return_pressure(), 0.1)] kPa / Outlet: [round(hot_circ_air1.return_pressure(), 0.1)] kPa<BR>"
t += "</div>"
else if(!hot_circ && cold_circ)
t += "<span class='bad'>Unable to locate hot circulator!</span>"
else if(hot_circ && !cold_circ)
t += "<span class='bad'>Unable to locate cold circulator!</span>"
else
t += "<span class='bad'>Unable to locate any parts!</span>"
if(include_link)
t += "<BR><A href='?src=[REF(src)];close=1'>Close</A>"
return t
/obj/machinery/power/generator/ui_interact(mob/user)
. = ..()
var/datum/browser/popup = new(user, "teg", "Thermo-Electric Generator", 460, 300)
popup.set_content(get_menu())
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
/obj/machinery/power/generator/Topic(href, href_list)
if(..())
return
if( href_list["close"] )
usr << browse(null, "window=teg")
usr.unset_machine()
return FALSE
return TRUE
/obj/machinery/power/generator/power_change()
..()
update_icon()
/obj/machinery/power/generator/proc/find_circs()
kill_circs()
var/list/circs = list()
var/obj/machinery/atmospherics/components/binary/circulator/C
var/circpath = /obj/machinery/atmospherics/components/binary/circulator
if(dir == NORTH || dir == SOUTH)
C = locate(circpath) in get_step(src, EAST)
if(C && C.dir == WEST)
circs += C
C = locate(circpath) in get_step(src, WEST)
if(C && C.dir == EAST)
circs += C
else
C = locate(circpath) in get_step(src, NORTH)
if(C && C.dir == SOUTH)
circs += C
C = locate(circpath) in get_step(src, SOUTH)
if(C && C.dir == NORTH)
circs += C
if(circs.len)
for(C in circs)
if(C.mode == CIRCULATOR_COLD && !cold_circ)
cold_circ = C
C.generator = src
else if(C.mode == CIRCULATOR_HOT && !hot_circ)
hot_circ = C
C.generator = src
/obj/machinery/power/generator/wrench_act(mob/living/user, obj/item/I)
if(!panel_open)
return
anchored = !anchored
I.play_tool_sound(src)
if(!anchored)
kill_circs()
connect_to_network()
to_chat(user, "<span class='notice'>You [anchored?"secure":"unsecure"] [src].</span>")
return TRUE
/obj/machinery/power/generator/multitool_act(mob/living/user, obj/item/I)
if(!anchored)
return
find_circs()
to_chat(user, "<span class='notice'>You update [src]'s circulator links.</span>")
return TRUE
/obj/machinery/power/generator/screwdriver_act(mob/user, obj/item/I)
if(..())
return TRUE
panel_open = !panel_open
I.play_tool_sound(src)
to_chat(user, "<span class='notice'>You [panel_open?"open":"close"] the panel on [src].</span>")
return TRUE
/obj/machinery/power/generator/crowbar_act(mob/user, obj/item/I)
default_deconstruction_crowbar(I)
return TRUE
/obj/machinery/power/generator/on_deconstruction()
kill_circs()
/obj/machinery/power/generator/proc/kill_circs()
if(hot_circ)
hot_circ.generator = null
hot_circ = null
if(cold_circ)
cold_circ.generator = null
cold_circ = null
+417 -417
View File
@@ -1,417 +1,417 @@
//
// Gravity Generator
//
GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding new gravity generators to the list, and keying it with the z level.
#define POWER_IDLE 0
#define POWER_UP 1
#define POWER_DOWN 2
#define GRAV_NEEDS_SCREWDRIVER 0
#define GRAV_NEEDS_WELDING 1
#define GRAV_NEEDS_PLASTEEL 2
#define GRAV_NEEDS_WRENCH 3
//
// Abstract Generator
//
/obj/machinery/gravity_generator
name = "gravitational generator"
desc = "A device which produces a graviton field when set up."
icon = 'icons/obj/machines/gravity_generator.dmi'
density = TRUE
use_power = NO_POWER_USE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/sprite_number = 0
/obj/machinery/gravity_generator/safe_throw_at()
return FALSE
/obj/machinery/gravity_generator/ex_act(severity, target)
if(severity == 1) // Very sturdy.
set_broken()
/obj/machinery/gravity_generator/blob_act(obj/structure/blob/B)
if(prob(20))
set_broken()
/obj/machinery/gravity_generator/tesla_act(power, tesla_flags)
..()
if(tesla_flags & TESLA_MACHINE_EXPLOSIVE)
qdel(src)//like the singulo, tesla deletes it. stops it from exploding over and over
/obj/machinery/gravity_generator/update_icon()
..()
icon_state = "[get_status()]_[sprite_number]"
/obj/machinery/gravity_generator/proc/get_status()
return "off"
// You aren't allowed to move.
/obj/machinery/gravity_generator/Move()
. = ..()
qdel(src)
/obj/machinery/gravity_generator/proc/set_broken()
stat |= BROKEN
/obj/machinery/gravity_generator/proc/set_fix()
stat &= ~BROKEN
/obj/machinery/gravity_generator/part/Destroy()
if(main_part)
qdel(main_part)
set_broken()
return ..()
//
// Part generator which is mostly there for looks
//
/obj/machinery/gravity_generator/part
var/obj/machinery/gravity_generator/main/main_part = null
/obj/machinery/gravity_generator/part/attackby(obj/item/I, mob/user, params)
return main_part.attackby(I, user)
/obj/machinery/gravity_generator/part/get_status()
return main_part.get_status()
/obj/machinery/gravity_generator/part/attack_hand(mob/user)
return main_part.attack_hand(user)
/obj/machinery/gravity_generator/part/set_broken()
..()
if(main_part && !(main_part.stat & BROKEN))
main_part.set_broken()
//
// Generator which spawns with the station.
//
/obj/machinery/gravity_generator/main/station/Initialize()
. = ..()
setup_parts()
middle.add_overlay("activated")
update_list()
//
// Generator an admin can spawn
//
/obj/machinery/gravity_generator/main/station/admin
use_power = NO_POWER_USE
//
// Main Generator with the main code
//
/obj/machinery/gravity_generator/main
icon_state = "on_8"
idle_power_usage = 0
active_power_usage = 3000
power_channel = ENVIRON
sprite_number = 8
use_power = IDLE_POWER_USE
interaction_flags_machine = INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OFFLINE
var/on = TRUE
var/breaker = TRUE
var/list/parts = list()
var/obj/middle = null
var/charging_state = POWER_IDLE
var/charge_count = 100
var/current_overlay = null
var/broken_state = 0
var/setting = 1 //Gravity value when on
/obj/machinery/gravity_generator/main/Destroy() // If we somehow get deleted, remove all of our other parts.
investigate_log("was destroyed!", INVESTIGATE_GRAVITY)
on = FALSE
update_list()
for(var/obj/machinery/gravity_generator/part/O in parts)
O.main_part = null
if(!QDESTROYING(O))
qdel(O)
return ..()
/obj/machinery/gravity_generator/main/proc/setup_parts()
var/turf/our_turf = get_turf(src)
// 9x9 block obtained from the bottom middle of the block
var/list/spawn_turfs = block(locate(our_turf.x - 1, our_turf.y + 2, our_turf.z), locate(our_turf.x + 1, our_turf.y, our_turf.z))
var/count = 10
for(var/turf/T in spawn_turfs)
count--
if(T == our_turf) // Skip our turf.
continue
var/obj/machinery/gravity_generator/part/part = new(T)
if(count == 5) // Middle
middle = part
if(count <= 3) // Their sprite is the top part of the generator
part.density = FALSE
part.layer = WALL_OBJ_LAYER
part.sprite_number = count
part.main_part = src
parts += part
part.update_icon()
/obj/machinery/gravity_generator/main/proc/connected_parts()
return parts.len == 8
/obj/machinery/gravity_generator/main/set_broken()
..()
for(var/obj/machinery/gravity_generator/M in parts)
if(!(M.stat & BROKEN))
M.set_broken()
middle.cut_overlays()
charge_count = 0
breaker = FALSE
set_power()
set_state(0)
investigate_log("has broken down.", INVESTIGATE_GRAVITY)
/obj/machinery/gravity_generator/main/set_fix()
..()
for(var/obj/machinery/gravity_generator/M in parts)
if(M.stat & BROKEN)
M.set_fix()
broken_state = FALSE
update_icon()
set_power()
// Interaction
// Fixing the gravity generator.
/obj/machinery/gravity_generator/main/attackby(obj/item/I, mob/user, params)
switch(broken_state)
if(GRAV_NEEDS_SCREWDRIVER)
if(istype(I, /obj/item/screwdriver))
to_chat(user, "<span class='notice'>You secure the screws of the framework.</span>")
I.play_tool_sound(src)
broken_state++
update_icon()
return
if(GRAV_NEEDS_WELDING)
if(istype(I, /obj/item/weldingtool))
if(I.use_tool(src, user, 0, volume=50, amount=1))
to_chat(user, "<span class='notice'>You mend the damaged framework.</span>")
broken_state++
update_icon()
return
if(GRAV_NEEDS_PLASTEEL)
if(istype(I, /obj/item/stack/sheet/plasteel))
var/obj/item/stack/sheet/plasteel/PS = I
if(PS.get_amount() >= 10)
PS.use(10)
to_chat(user, "<span class='notice'>You add the plating to the framework.</span>")
playsound(src.loc, 'sound/machines/click.ogg', 75, 1)
broken_state++
update_icon()
else
to_chat(user, "<span class='warning'>You need 10 sheets of plasteel!</span>")
return
if(GRAV_NEEDS_WRENCH)
if(istype(I, /obj/item/wrench))
to_chat(user, "<span class='notice'>You secure the plating to the framework.</span>")
I.play_tool_sound(src)
set_fix()
return
return ..()
/obj/machinery/gravity_generator/main/ui_interact(mob/user)
if(stat & BROKEN)
return
var/dat = "Gravity Generator Breaker: "
if(breaker)
dat += "<span class='linkOn'>ON</span> <A href='?src=[REF(src)];gentoggle=1'>OFF</A>"
else
dat += "<A href='?src=[REF(src)];gentoggle=1'>ON</A> <span class='linkOn'>OFF</span> "
dat += "<br>Generator Status:<br><div class='statusDisplay'>"
if(charging_state != POWER_IDLE)
dat += "<font class='bad'>WARNING</font> Radiation Detected. <br>[charging_state == POWER_UP ? "Charging..." : "Discharging..."]"
else if(on)
dat += "Powered."
else
dat += "Unpowered."
dat += "<br>Gravity Charge: [charge_count]%</div>"
var/datum/browser/popup = new(user, "gravgen", name)
popup.set_content(dat)
popup.open()
/obj/machinery/gravity_generator/main/Topic(href, href_list)
if(..())
return
if(href_list["gentoggle"])
breaker = !breaker
investigate_log("was toggled [breaker ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [key_name(usr)].", INVESTIGATE_GRAVITY)
set_power()
src.updateUsrDialog()
// Power and Icon States
/obj/machinery/gravity_generator/main/power_change()
..()
investigate_log("has [stat & NOPOWER ? "lost" : "regained"] power.", INVESTIGATE_GRAVITY)
set_power()
/obj/machinery/gravity_generator/main/get_status()
if(stat & BROKEN)
return "fix[min(broken_state, 3)]"
return on || charging_state != POWER_IDLE ? "on" : "off"
/obj/machinery/gravity_generator/main/update_icon()
..()
for(var/obj/O in parts)
O.update_icon()
// Set the charging state based on power/breaker.
/obj/machinery/gravity_generator/main/proc/set_power()
var/new_state = FALSE
if(stat & (NOPOWER|BROKEN) || !breaker)
new_state = FALSE
else if(breaker)
new_state = TRUE
charging_state = new_state ? POWER_UP : POWER_DOWN // Startup sequence animation.
investigate_log("is now [charging_state == POWER_UP ? "charging" : "discharging"].", INVESTIGATE_GRAVITY)
update_icon()
// Set the state of the gravity.
/obj/machinery/gravity_generator/main/proc/set_state(new_state)
charging_state = POWER_IDLE
on = new_state
use_power = on ? ACTIVE_POWER_USE : IDLE_POWER_USE
// Sound the alert if gravity was just enabled or disabled.
var/alert = FALSE
if(SSticker.IsRoundInProgress())
if(on) // If we turned on and the game is live.
if(gravity_in_level() == FALSE)
alert = TRUE
investigate_log("was brought online and is now producing gravity for this level.", INVESTIGATE_GRAVITY)
message_admins("The gravity generator was brought online [ADMIN_VERBOSEJMP(src)]")
else
if(gravity_in_level() == TRUE)
alert = TRUE
investigate_log("was brought offline and there is now no gravity for this level.", INVESTIGATE_GRAVITY)
message_admins("The gravity generator was brought offline with no backup generator. [ADMIN_VERBOSEJMP(src)]")
update_icon()
update_list()
src.updateUsrDialog()
if(alert)
shake_everyone()
// Charge/Discharge and turn on/off gravity when you reach 0/100 percent.
// Also emit radiation and handle the overlays.
/obj/machinery/gravity_generator/main/process()
if(stat & BROKEN)
return
if(charging_state != POWER_IDLE)
if(charging_state == POWER_UP && charge_count >= 100)
set_state(1)
else if(charging_state == POWER_DOWN && charge_count <= 0)
set_state(0)
else
if(charging_state == POWER_UP)
charge_count += 2
else if(charging_state == POWER_DOWN)
charge_count -= 2
if(charge_count % 4 == 0 && prob(75)) // Let them know it is charging/discharging.
playsound(src.loc, 'sound/effects/empulse.ogg', 100, 1)
updateDialog()
if(prob(25)) // To help stop "Your clothes feel warm." spam.
pulse_radiation()
var/overlay_state = null
switch(charge_count)
if(0 to 20)
overlay_state = null
if(21 to 40)
overlay_state = "startup"
if(41 to 60)
overlay_state = "idle"
if(61 to 80)
overlay_state = "activating"
if(81 to 100)
overlay_state = "activated"
if(overlay_state != current_overlay)
if(middle)
middle.cut_overlays()
if(overlay_state)
middle.add_overlay(overlay_state)
current_overlay = overlay_state
/obj/machinery/gravity_generator/main/proc/pulse_radiation()
radiation_pulse(src, 200)
// Shake everyone on the z level to let them know that gravity was enagaged/disenagaged.
/obj/machinery/gravity_generator/main/proc/shake_everyone()
var/turf/T = get_turf(src)
var/sound/alert_sound = sound('sound/effects/alert.ogg')
for(var/i in GLOB.mob_list)
var/mob/M = i
if(M.z != z && !(SSmapping.level_trait(z, ZTRAITS_STATION) && SSmapping.level_trait(M.z, ZTRAITS_STATION)))
continue
M.update_gravity(M.mob_has_gravity())
if(M.client)
shake_camera(M, 15, 1)
M.playsound_local(T, null, 100, 1, 0.5, S = alert_sound)
/obj/machinery/gravity_generator/main/proc/gravity_in_level()
var/turf/T = get_turf(src)
if(!T)
return FALSE
if(GLOB.gravity_generators["[T.z]"])
return length(GLOB.gravity_generators["[T.z]"])
return FALSE
/obj/machinery/gravity_generator/main/proc/update_list()
var/turf/T = get_turf(src.loc)
if(T)
var/list/z_list = list()
// Multi-Z, station gravity generator generates gravity on all ZTRAIT_STATION z-levels.
if(SSmapping.level_trait(T.z, ZTRAIT_STATION))
for(var/z in SSmapping.levels_by_trait(ZTRAIT_STATION))
z_list += z
else
z_list += T.z
for(var/z in z_list)
if(!GLOB.gravity_generators["[z]"])
GLOB.gravity_generators["[z]"] = list()
if(on)
GLOB.gravity_generators["[z]"] |= src
else
GLOB.gravity_generators["[z]"] -= src
/obj/machinery/gravity_generator/main/proc/change_setting(value)
if(value != setting)
setting = value
shake_everyone()
// Misc
/obj/item/paper/guides/jobs/engi/gravity_gen
name = "paper- 'Generate your own gravity!'"
info = {"<h1>Gravity Generator Instructions For Dummies</h1>
<p>Surprisingly, gravity isn't that hard to make! All you have to do is inject deadly radioactive minerals into a ball of
energy and you have yourself gravity! You can turn the machine on or off when required but you must remember that the generator
will EMIT RADIATION when charging or discharging, you can tell it is charging or discharging by the noise it makes, so please WEAR PROTECTIVE CLOTHING.</p>
<br>
<h3>It blew up!</h3>
<p>Don't panic! The gravity generator was designed to be easily repaired. If, somehow, the sturdy framework did not survive then
please proceed to panic; otherwise follow these steps.</p><ol>
<li>Secure the screws of the framework with a screwdriver.</li>
<li>Mend the damaged framework with a welding tool.</li>
<li>Add additional plasteel plating.</li>
<li>Secure the additional plating with a wrench.</li></ol>"}
//
// Gravity Generator
//
GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding new gravity generators to the list, and keying it with the z level.
#define POWER_IDLE 0
#define POWER_UP 1
#define POWER_DOWN 2
#define GRAV_NEEDS_SCREWDRIVER 0
#define GRAV_NEEDS_WELDING 1
#define GRAV_NEEDS_PLASTEEL 2
#define GRAV_NEEDS_WRENCH 3
//
// Abstract Generator
//
/obj/machinery/gravity_generator
name = "gravitational generator"
desc = "A device which produces a graviton field when set up."
icon = 'icons/obj/machines/gravity_generator.dmi'
density = TRUE
use_power = NO_POWER_USE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/sprite_number = 0
/obj/machinery/gravity_generator/safe_throw_at()
return FALSE
/obj/machinery/gravity_generator/ex_act(severity, target)
if(severity == 1) // Very sturdy.
set_broken()
/obj/machinery/gravity_generator/blob_act(obj/structure/blob/B)
if(prob(20))
set_broken()
/obj/machinery/gravity_generator/tesla_act(power, tesla_flags)
..()
if(tesla_flags & TESLA_MACHINE_EXPLOSIVE)
qdel(src)//like the singulo, tesla deletes it. stops it from exploding over and over
/obj/machinery/gravity_generator/update_icon()
..()
icon_state = "[get_status()]_[sprite_number]"
/obj/machinery/gravity_generator/proc/get_status()
return "off"
// You aren't allowed to move.
/obj/machinery/gravity_generator/Move()
. = ..()
qdel(src)
/obj/machinery/gravity_generator/proc/set_broken()
stat |= BROKEN
/obj/machinery/gravity_generator/proc/set_fix()
stat &= ~BROKEN
/obj/machinery/gravity_generator/part/Destroy()
if(main_part)
qdel(main_part)
set_broken()
return ..()
//
// Part generator which is mostly there for looks
//
/obj/machinery/gravity_generator/part
var/obj/machinery/gravity_generator/main/main_part = null
/obj/machinery/gravity_generator/part/attackby(obj/item/I, mob/user, params)
return main_part.attackby(I, user)
/obj/machinery/gravity_generator/part/get_status()
return main_part.get_status()
/obj/machinery/gravity_generator/part/attack_hand(mob/user)
return main_part.attack_hand(user)
/obj/machinery/gravity_generator/part/set_broken()
..()
if(main_part && !(main_part.stat & BROKEN))
main_part.set_broken()
//
// Generator which spawns with the station.
//
/obj/machinery/gravity_generator/main/station/Initialize()
. = ..()
setup_parts()
middle.add_overlay("activated")
update_list()
//
// Generator an admin can spawn
//
/obj/machinery/gravity_generator/main/station/admin
use_power = NO_POWER_USE
//
// Main Generator with the main code
//
/obj/machinery/gravity_generator/main
icon_state = "on_8"
idle_power_usage = 0
active_power_usage = 3000
power_channel = ENVIRON
sprite_number = 8
use_power = IDLE_POWER_USE
interaction_flags_machine = INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OFFLINE
var/on = TRUE
var/breaker = TRUE
var/list/parts = list()
var/obj/middle = null
var/charging_state = POWER_IDLE
var/charge_count = 100
var/current_overlay = null
var/broken_state = 0
var/setting = 1 //Gravity value when on
/obj/machinery/gravity_generator/main/Destroy() // If we somehow get deleted, remove all of our other parts.
investigate_log("was destroyed!", INVESTIGATE_GRAVITY)
on = FALSE
update_list()
for(var/obj/machinery/gravity_generator/part/O in parts)
O.main_part = null
if(!QDESTROYING(O))
qdel(O)
return ..()
/obj/machinery/gravity_generator/main/proc/setup_parts()
var/turf/our_turf = get_turf(src)
// 9x9 block obtained from the bottom middle of the block
var/list/spawn_turfs = block(locate(our_turf.x - 1, our_turf.y + 2, our_turf.z), locate(our_turf.x + 1, our_turf.y, our_turf.z))
var/count = 10
for(var/turf/T in spawn_turfs)
count--
if(T == our_turf) // Skip our turf.
continue
var/obj/machinery/gravity_generator/part/part = new(T)
if(count == 5) // Middle
middle = part
if(count <= 3) // Their sprite is the top part of the generator
part.density = FALSE
part.layer = WALL_OBJ_LAYER
part.sprite_number = count
part.main_part = src
parts += part
part.update_icon()
/obj/machinery/gravity_generator/main/proc/connected_parts()
return parts.len == 8
/obj/machinery/gravity_generator/main/set_broken()
..()
for(var/obj/machinery/gravity_generator/M in parts)
if(!(M.stat & BROKEN))
M.set_broken()
middle.cut_overlays()
charge_count = 0
breaker = FALSE
set_power()
set_state(0)
investigate_log("has broken down.", INVESTIGATE_GRAVITY)
/obj/machinery/gravity_generator/main/set_fix()
..()
for(var/obj/machinery/gravity_generator/M in parts)
if(M.stat & BROKEN)
M.set_fix()
broken_state = FALSE
update_icon()
set_power()
// Interaction
// Fixing the gravity generator.
/obj/machinery/gravity_generator/main/attackby(obj/item/I, mob/user, params)
switch(broken_state)
if(GRAV_NEEDS_SCREWDRIVER)
if(istype(I, /obj/item/screwdriver))
to_chat(user, "<span class='notice'>You secure the screws of the framework.</span>")
I.play_tool_sound(src)
broken_state++
update_icon()
return
if(GRAV_NEEDS_WELDING)
if(istype(I, /obj/item/weldingtool))
if(I.use_tool(src, user, 0, volume=50, amount=1))
to_chat(user, "<span class='notice'>You mend the damaged framework.</span>")
broken_state++
update_icon()
return
if(GRAV_NEEDS_PLASTEEL)
if(istype(I, /obj/item/stack/sheet/plasteel))
var/obj/item/stack/sheet/plasteel/PS = I
if(PS.get_amount() >= 10)
PS.use(10)
to_chat(user, "<span class='notice'>You add the plating to the framework.</span>")
playsound(src.loc, 'sound/machines/click.ogg', 75, 1)
broken_state++
update_icon()
else
to_chat(user, "<span class='warning'>You need 10 sheets of plasteel!</span>")
return
if(GRAV_NEEDS_WRENCH)
if(istype(I, /obj/item/wrench))
to_chat(user, "<span class='notice'>You secure the plating to the framework.</span>")
I.play_tool_sound(src)
set_fix()
return
return ..()
/obj/machinery/gravity_generator/main/ui_interact(mob/user)
if(stat & BROKEN)
return
var/dat = "Gravity Generator Breaker: "
if(breaker)
dat += "<span class='linkOn'>ON</span> <A href='?src=[REF(src)];gentoggle=1'>OFF</A>"
else
dat += "<A href='?src=[REF(src)];gentoggle=1'>ON</A> <span class='linkOn'>OFF</span> "
dat += "<br>Generator Status:<br><div class='statusDisplay'>"
if(charging_state != POWER_IDLE)
dat += "<font class='bad'>WARNING</font> Radiation Detected. <br>[charging_state == POWER_UP ? "Charging..." : "Discharging..."]"
else if(on)
dat += "Powered."
else
dat += "Unpowered."
dat += "<br>Gravity Charge: [charge_count]%</div>"
var/datum/browser/popup = new(user, "gravgen", name)
popup.set_content(dat)
popup.open()
/obj/machinery/gravity_generator/main/Topic(href, href_list)
if(..())
return
if(href_list["gentoggle"])
breaker = !breaker
investigate_log("was toggled [breaker ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [key_name(usr)].", INVESTIGATE_GRAVITY)
set_power()
src.updateUsrDialog()
// Power and Icon States
/obj/machinery/gravity_generator/main/power_change()
..()
investigate_log("has [stat & NOPOWER ? "lost" : "regained"] power.", INVESTIGATE_GRAVITY)
set_power()
/obj/machinery/gravity_generator/main/get_status()
if(stat & BROKEN)
return "fix[min(broken_state, 3)]"
return on || charging_state != POWER_IDLE ? "on" : "off"
/obj/machinery/gravity_generator/main/update_icon()
..()
for(var/obj/O in parts)
O.update_icon()
// Set the charging state based on power/breaker.
/obj/machinery/gravity_generator/main/proc/set_power()
var/new_state = FALSE
if(stat & (NOPOWER|BROKEN) || !breaker)
new_state = FALSE
else if(breaker)
new_state = TRUE
charging_state = new_state ? POWER_UP : POWER_DOWN // Startup sequence animation.
investigate_log("is now [charging_state == POWER_UP ? "charging" : "discharging"].", INVESTIGATE_GRAVITY)
update_icon()
// Set the state of the gravity.
/obj/machinery/gravity_generator/main/proc/set_state(new_state)
charging_state = POWER_IDLE
on = new_state
use_power = on ? ACTIVE_POWER_USE : IDLE_POWER_USE
// Sound the alert if gravity was just enabled or disabled.
var/alert = FALSE
if(SSticker.IsRoundInProgress())
if(on) // If we turned on and the game is live.
if(gravity_in_level() == FALSE)
alert = TRUE
investigate_log("was brought online and is now producing gravity for this level.", INVESTIGATE_GRAVITY)
message_admins("The gravity generator was brought online [ADMIN_VERBOSEJMP(src)]")
else
if(gravity_in_level() == TRUE)
alert = TRUE
investigate_log("was brought offline and there is now no gravity for this level.", INVESTIGATE_GRAVITY)
message_admins("The gravity generator was brought offline with no backup generator. [ADMIN_VERBOSEJMP(src)]")
update_icon()
update_list()
src.updateUsrDialog()
if(alert)
shake_everyone()
// Charge/Discharge and turn on/off gravity when you reach 0/100 percent.
// Also emit radiation and handle the overlays.
/obj/machinery/gravity_generator/main/process()
if(stat & BROKEN)
return
if(charging_state != POWER_IDLE)
if(charging_state == POWER_UP && charge_count >= 100)
set_state(1)
else if(charging_state == POWER_DOWN && charge_count <= 0)
set_state(0)
else
if(charging_state == POWER_UP)
charge_count += 2
else if(charging_state == POWER_DOWN)
charge_count -= 2
if(charge_count % 4 == 0 && prob(75)) // Let them know it is charging/discharging.
playsound(src.loc, 'sound/effects/empulse.ogg', 100, 1)
updateDialog()
if(prob(25)) // To help stop "Your clothes feel warm." spam.
pulse_radiation()
var/overlay_state = null
switch(charge_count)
if(0 to 20)
overlay_state = null
if(21 to 40)
overlay_state = "startup"
if(41 to 60)
overlay_state = "idle"
if(61 to 80)
overlay_state = "activating"
if(81 to 100)
overlay_state = "activated"
if(overlay_state != current_overlay)
if(middle)
middle.cut_overlays()
if(overlay_state)
middle.add_overlay(overlay_state)
current_overlay = overlay_state
/obj/machinery/gravity_generator/main/proc/pulse_radiation()
radiation_pulse(src, 200)
// Shake everyone on the z level to let them know that gravity was enagaged/disenagaged.
/obj/machinery/gravity_generator/main/proc/shake_everyone()
var/turf/T = get_turf(src)
var/sound/alert_sound = sound('sound/effects/alert.ogg')
for(var/i in GLOB.mob_list)
var/mob/M = i
if(M.z != z && !(SSmapping.level_trait(z, ZTRAITS_STATION) && SSmapping.level_trait(M.z, ZTRAITS_STATION)))
continue
M.update_gravity(M.mob_has_gravity())
if(M.client)
shake_camera(M, 15, 1)
M.playsound_local(T, null, 100, 1, 0.5, S = alert_sound)
/obj/machinery/gravity_generator/main/proc/gravity_in_level()
var/turf/T = get_turf(src)
if(!T)
return FALSE
if(GLOB.gravity_generators["[T.z]"])
return length(GLOB.gravity_generators["[T.z]"])
return FALSE
/obj/machinery/gravity_generator/main/proc/update_list()
var/turf/T = get_turf(src.loc)
if(T)
var/list/z_list = list()
// Multi-Z, station gravity generator generates gravity on all ZTRAIT_STATION z-levels.
if(SSmapping.level_trait(T.z, ZTRAIT_STATION))
for(var/z in SSmapping.levels_by_trait(ZTRAIT_STATION))
z_list += z
else
z_list += T.z
for(var/z in z_list)
if(!GLOB.gravity_generators["[z]"])
GLOB.gravity_generators["[z]"] = list()
if(on)
GLOB.gravity_generators["[z]"] |= src
else
GLOB.gravity_generators["[z]"] -= src
/obj/machinery/gravity_generator/main/proc/change_setting(value)
if(value != setting)
setting = value
shake_everyone()
// Misc
/obj/item/paper/guides/jobs/engi/gravity_gen
name = "paper- 'Generate your own gravity!'"
info = {"<h1>Gravity Generator Instructions For Dummies</h1>
<p>Surprisingly, gravity isn't that hard to make! All you have to do is inject deadly radioactive minerals into a ball of
energy and you have yourself gravity! You can turn the machine on or off when required but you must remember that the generator
will EMIT RADIATION when charging or discharging, you can tell it is charging or discharging by the noise it makes, so please WEAR PROTECTIVE CLOTHING.</p>
<br>
<h3>It blew up!</h3>
<p>Don't panic! The gravity generator was designed to be easily repaired. If, somehow, the sturdy framework did not survive then
please proceed to panic; otherwise follow these steps.</p><ol>
<li>Secure the screws of the framework with a screwdriver.</li>
<li>Mend the damaged framework with a welding tool.</li>
<li>Add additional plasteel plating.</li>
<li>Secure the additional plating with a wrench.</li></ol>"}
+121 -121
View File
@@ -1,121 +1,121 @@
//modular computer program version is located in code\modules\modular_computers\file_system\programs\powermonitor.dm, /datum/computer_file/program/power_monitor
/obj/machinery/computer/monitor
name = "power monitoring console"
desc = "It monitors power levels across the station."
icon_screen = "power"
icon_keyboard = "power_key"
light_color = LIGHT_COLOR_YELLOW
use_power = ACTIVE_POWER_USE
idle_power_usage = 20
active_power_usage = 100
circuit = /obj/item/circuitboard/computer/powermonitor
var/obj/structure/cable/attached_wire
var/obj/machinery/power/apc/local_apc
var/list/history = list()
var/record_size = 60
var/record_interval = 50
var/next_record = 0
var/is_secret_monitor = FALSE
/obj/machinery/computer/monitor/secret //Hides the power monitor (such as ones on ruins & CentCom) from PDA's to prevent metagaming.
name = "outdated power monitoring console"
desc = "It monitors power levels across the local powernet."
circuit = /obj/item/circuitboard/computer/powermonitor/secret
is_secret_monitor = TRUE
/obj/machinery/computer/monitor/secret/examine(mob/user)
. = ..()
. += "<span class='notice'>It's operating system seems quite outdated... It doesn't seem like it'd be compatible with the latest remote NTOS monitoring systems.</span>"
/obj/machinery/computer/monitor/Initialize()
. = ..()
search()
history["supply"] = list()
history["demand"] = list()
/obj/machinery/computer/monitor/process()
if(!get_powernet())
use_power = IDLE_POWER_USE
search()
else
use_power = ACTIVE_POWER_USE
record()
/obj/machinery/computer/monitor/proc/search() //keep in sync with /datum/computer_file/program/power_monitor's version
var/turf/T = get_turf(src)
attached_wire = locate(/obj/structure/cable) in T
if(attached_wire)
return
var/area/A = get_area(src) //if the computer isn't directly connected to a wire, attempt to find the APC powering it to pull it's powernet instead
if(!A)
return
local_apc = A.get_apc()
if(!local_apc)
return
if(!local_apc.terminal) //this really shouldn't happen without badminnery.
local_apc = null
/obj/machinery/computer/monitor/proc/get_powernet() //keep in sync with /datum/computer_file/program/power_monitor's version
if(attached_wire || (local_apc && local_apc.terminal))
return attached_wire ? attached_wire.powernet : local_apc.terminal.powernet
return FALSE
/obj/machinery/computer/monitor/proc/record() //keep in sync with /datum/computer_file/program/power_monitor's version
if(world.time >= next_record)
next_record = world.time + record_interval
var/datum/powernet/connected_powernet = get_powernet()
var/list/supply = history["supply"]
if(connected_powernet)
supply += connected_powernet.viewavail
if(supply.len > record_size)
supply.Cut(1, 2)
var/list/demand = history["demand"]
if(connected_powernet)
demand += connected_powernet.viewload
if(demand.len > record_size)
demand.Cut(1, 2)
/obj/machinery/computer/monitor/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "power_monitor", name, 1200, 1000, master_ui, state)
ui.open()
/obj/machinery/computer/monitor/ui_data()
var/datum/powernet/connected_powernet = get_powernet()
var/list/data = list()
data["stored"] = record_size
data["interval"] = record_interval / 10
data["attached"] = connected_powernet ? TRUE : FALSE
data["history"] = history
data["areas"] = list()
if(connected_powernet)
data["supply"] = DisplayPower(connected_powernet.viewavail)
data["demand"] = DisplayPower(connected_powernet.viewload)
for(var/obj/machinery/power/terminal/term in connected_powernet.nodes)
var/obj/machinery/power/apc/A = term.master
if(istype(A))
var/cell_charge
if(!A.cell)
cell_charge = 0
else
cell_charge = A.cell.percent()
data["areas"] += list(list(
"name" = A.area.name,
"charge" = cell_charge,
"load" = DisplayPower(A.lastused_total),
"charging" = A.charging,
"eqp" = A.equipment,
"lgt" = A.lighting,
"env" = A.environ
))
return data
//modular computer program version is located in code\modules\modular_computers\file_system\programs\powermonitor.dm, /datum/computer_file/program/power_monitor
/obj/machinery/computer/monitor
name = "power monitoring console"
desc = "It monitors power levels across the station."
icon_screen = "power"
icon_keyboard = "power_key"
light_color = LIGHT_COLOR_YELLOW
use_power = ACTIVE_POWER_USE
idle_power_usage = 20
active_power_usage = 100
circuit = /obj/item/circuitboard/computer/powermonitor
var/obj/structure/cable/attached_wire
var/obj/machinery/power/apc/local_apc
var/list/history = list()
var/record_size = 60
var/record_interval = 50
var/next_record = 0
var/is_secret_monitor = FALSE
/obj/machinery/computer/monitor/secret //Hides the power monitor (such as ones on ruins & CentCom) from PDA's to prevent metagaming.
name = "outdated power monitoring console"
desc = "It monitors power levels across the local powernet."
circuit = /obj/item/circuitboard/computer/powermonitor/secret
is_secret_monitor = TRUE
/obj/machinery/computer/monitor/secret/examine(mob/user)
. = ..()
. += "<span class='notice'>It's operating system seems quite outdated... It doesn't seem like it'd be compatible with the latest remote NTOS monitoring systems.</span>"
/obj/machinery/computer/monitor/Initialize()
. = ..()
search()
history["supply"] = list()
history["demand"] = list()
/obj/machinery/computer/monitor/process()
if(!get_powernet())
use_power = IDLE_POWER_USE
search()
else
use_power = ACTIVE_POWER_USE
record()
/obj/machinery/computer/monitor/proc/search() //keep in sync with /datum/computer_file/program/power_monitor's version
var/turf/T = get_turf(src)
attached_wire = locate(/obj/structure/cable) in T
if(attached_wire)
return
var/area/A = get_area(src) //if the computer isn't directly connected to a wire, attempt to find the APC powering it to pull it's powernet instead
if(!A)
return
local_apc = A.get_apc()
if(!local_apc)
return
if(!local_apc.terminal) //this really shouldn't happen without badminnery.
local_apc = null
/obj/machinery/computer/monitor/proc/get_powernet() //keep in sync with /datum/computer_file/program/power_monitor's version
if(attached_wire || (local_apc && local_apc.terminal))
return attached_wire ? attached_wire.powernet : local_apc.terminal.powernet
return FALSE
/obj/machinery/computer/monitor/proc/record() //keep in sync with /datum/computer_file/program/power_monitor's version
if(world.time >= next_record)
next_record = world.time + record_interval
var/datum/powernet/connected_powernet = get_powernet()
var/list/supply = history["supply"]
if(connected_powernet)
supply += connected_powernet.viewavail
if(supply.len > record_size)
supply.Cut(1, 2)
var/list/demand = history["demand"]
if(connected_powernet)
demand += connected_powernet.viewload
if(demand.len > record_size)
demand.Cut(1, 2)
/obj/machinery/computer/monitor/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "power_monitor", name, 1200, 1000, master_ui, state)
ui.open()
/obj/machinery/computer/monitor/ui_data()
var/datum/powernet/connected_powernet = get_powernet()
var/list/data = list()
data["stored"] = record_size
data["interval"] = record_interval / 10
data["attached"] = connected_powernet ? TRUE : FALSE
data["history"] = history
data["areas"] = list()
if(connected_powernet)
data["supply"] = DisplayPower(connected_powernet.viewavail)
data["demand"] = DisplayPower(connected_powernet.viewload)
for(var/obj/machinery/power/terminal/term in connected_powernet.nodes)
var/obj/machinery/power/apc/A = term.master
if(istype(A))
var/cell_charge
if(!A.cell)
cell_charge = 0
else
cell_charge = A.cell.percent()
data["areas"] += list(list(
"name" = A.area.name,
"charge" = cell_charge,
"load" = DisplayPower(A.lastused_total),
"charging" = A.charging,
"eqp" = A.equipment,
"lgt" = A.lighting,
"env" = A.environ
))
return data
+289 -289
View File
@@ -1,289 +1,289 @@
//Baseline portable generator. Has all the default handling. Not intended to be used on it's own (since it generates unlimited power).
/obj/machinery/power/port_gen
name = "portable generator"
desc = "A portable generator for emergency backup power."
icon = 'icons/obj/power.dmi'
icon_state = "portgen0_0"
density = TRUE
anchored = FALSE
use_power = NO_POWER_USE
var/active = 0
var/power_gen = 5000
var/recent_fault = 0
var/power_output = 1
var/consumption = 0
var/base_icon = "portgen0"
var/datum/looping_sound/generator/soundloop
interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT | INTERACT_ATOM_REQUIRES_ANCHORED
/obj/machinery/power/port_gen/Initialize()
. = ..()
soundloop = new(list(src), active)
/obj/machinery/power/port_gen/Destroy()
QDEL_NULL(soundloop)
return ..()
/obj/machinery/power/port_gen/proc/HasFuel() //Placeholder for fuel check.
return 1
/obj/machinery/power/port_gen/proc/UseFuel() //Placeholder for fuel use.
return
/obj/machinery/power/port_gen/proc/DropFuel()
return
/obj/machinery/power/port_gen/proc/handleInactive()
return
/obj/machinery/power/port_gen/update_icon()
icon_state = "[base_icon]_[active]"
/obj/machinery/power/port_gen/process()
if(active && HasFuel() && !crit_fail && anchored && powernet)
add_avail(power_gen * power_output)
UseFuel()
src.updateDialog()
soundloop.start()
else
active = 0
handleInactive()
update_icon()
soundloop.stop()
/obj/machinery/power/port_gen/examine(mob/user)
. = ..()
. += "It is[!active?"n't":""] running."
/obj/machinery/power/port_gen/pacman
name = "\improper P.A.C.M.A.N.-type portable generator"
circuit = /obj/item/circuitboard/machine/pacman
var/sheets = 0
var/max_sheets = 100
var/sheet_name = ""
var/sheet_path = /obj/item/stack/sheet/mineral/plasma
var/sheet_left = 0 // How much is left of the sheet
var/time_per_sheet = 260
var/current_heat = 0
/obj/machinery/power/port_gen/pacman/Initialize()
. = ..()
if(anchored)
connect_to_network()
/obj/machinery/power/port_gen/pacman/Initialize()
. = ..()
var/obj/sheet = new sheet_path(null)
sheet_name = sheet.name
/obj/machinery/power/port_gen/pacman/Destroy()
DropFuel()
return ..()
/obj/machinery/power/port_gen/pacman/RefreshParts()
var/temp_rating = 0
var/consumption_coeff = 0
for(var/obj/item/stock_parts/SP in component_parts)
if(istype(SP, /obj/item/stock_parts/matter_bin))
max_sheets = SP.rating * SP.rating * 50
else if(istype(SP, /obj/item/stock_parts/capacitor))
temp_rating += SP.rating
else
consumption_coeff += SP.rating
power_gen = round(initial(power_gen) * temp_rating * 2)
consumption = consumption_coeff
/obj/machinery/power/port_gen/pacman/examine(mob/user)
. = ..()
. += "<span class='notice'>The generator has [sheets] units of [sheet_name] fuel left, producing [power_gen] per cycle.</span>"
if(crit_fail)
. += "<span class='danger'>The generator seems to have broken down.</span>"
if(in_range(user, src) || isobserver(user))
to_chat(user, "<span class='notice'>The status display reads: Fuel efficiency increased by <b>[(consumption*100)-100]%</b>.<span>")
/obj/machinery/power/port_gen/pacman/HasFuel()
if(sheets >= 1 / (time_per_sheet / power_output) - sheet_left)
return 1
return 0
/obj/machinery/power/port_gen/pacman/DropFuel()
if(sheets)
new sheet_path(drop_location(), sheets)
sheets = 0
/obj/machinery/power/port_gen/pacman/UseFuel()
var/needed_sheets = 1 / (time_per_sheet * consumption / power_output)
var/temp = min(needed_sheets, sheet_left)
needed_sheets -= temp
sheet_left -= temp
sheets -= round(needed_sheets)
needed_sheets -= round(needed_sheets)
if (sheet_left <= 0 && sheets > 0)
sheet_left = 1 - needed_sheets
sheets--
var/lower_limit = 56 + power_output * 10
var/upper_limit = 76 + power_output * 10
var/bias = 0
if (power_output > 4)
upper_limit = 400
bias = power_output - consumption * (4 - consumption)
if (current_heat < lower_limit)
current_heat += 4 - consumption
else
current_heat += rand(-7 + bias, 7 + bias)
if (current_heat < lower_limit)
current_heat = lower_limit
if (current_heat > upper_limit)
current_heat = upper_limit
if (current_heat > 300)
overheat()
qdel(src)
return
/obj/machinery/power/port_gen/pacman/handleInactive()
if (current_heat > 0)
current_heat = max(current_heat - 2, 0)
src.updateDialog()
/obj/machinery/power/port_gen/pacman/proc/overheat()
explosion(src.loc, 2, 5, 2, -1)
/obj/machinery/power/port_gen/pacman/attackby(obj/item/O, mob/user, params)
if(istype(O, sheet_path))
var/obj/item/stack/addstack = O
var/amount = min((max_sheets - sheets), addstack.amount)
if(amount < 1)
to_chat(user, "<span class='notice'>The [src.name] is full!</span>")
return
to_chat(user, "<span class='notice'>You add [amount] sheets to the [src.name].</span>")
sheets += amount
addstack.use(amount)
updateUsrDialog()
return
else if(!active)
if(istype(O, /obj/item/wrench))
if(!anchored && !isinspace())
connect_to_network()
to_chat(user, "<span class='notice'>You secure the generator to the floor.</span>")
anchored = TRUE
else if(anchored)
disconnect_from_network()
to_chat(user, "<span class='notice'>You unsecure the generator from the floor.</span>")
anchored = FALSE
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
return
else if(istype(O, /obj/item/screwdriver))
panel_open = !panel_open
O.play_tool_sound(src)
if(panel_open)
to_chat(user, "<span class='notice'>You open the access panel.</span>")
else
to_chat(user, "<span class='notice'>You close the access panel.</span>")
return
else if(default_deconstruction_crowbar(O))
return
return ..()
/obj/machinery/power/port_gen/pacman/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
emp_act(EMP_HEAVY)
return TRUE
/obj/machinery/power/port_gen/pacman/attack_ai(mob/user)
interact(user)
/obj/machinery/power/port_gen/pacman/attack_paw(mob/user)
interact(user)
/obj/machinery/power/port_gen/pacman/ui_interact(mob/user)
. = ..()
if (get_dist(src, user) > 1 )
if(!isAI(user))
user.unset_machine()
user << browse(null, "window=port_gen")
return
var/dat = text("<b>[name]</b><br>")
if (active)
dat += text("Generator: <A href='?src=[REF(src)];action=disable'>On</A><br>")
else
dat += text("Generator: <A href='?src=[REF(src)];action=enable'>Off</A><br>")
dat += text("[capitalize(sheet_name)]: [sheets] - <A href='?src=[REF(src)];action=eject'>Eject</A><br>")
var/stack_percent = round(sheet_left * 100, 1)
dat += text("Current stack: [stack_percent]% <br>")
dat += text("Power output: <A href='?src=[REF(src)];action=lower_power'>-</A> [power_gen * power_output] <A href='?src=[REF(src)];action=higher_power'>+</A><br>")
dat += text("Power current: [(powernet == null ? "Unconnected" : "[DisplayPower(avail())]")]<br>")
dat += text("Heat: [current_heat]<br>")
dat += "<br><A href='?src=[REF(src)];action=close'>Close</A>"
user << browse(dat, "window=port_gen")
onclose(user, "port_gen")
/obj/machinery/power/port_gen/pacman/Topic(href, href_list)
if(..())
return
src.add_fingerprint(usr)
if(href_list["action"])
if(href_list["action"] == "enable")
if(!active && HasFuel() && !crit_fail)
active = 1
src.updateUsrDialog()
update_icon()
if(href_list["action"] == "disable")
if (active)
active = 0
src.updateUsrDialog()
update_icon()
if(href_list["action"] == "eject")
if(!active)
DropFuel()
src.updateUsrDialog()
if(href_list["action"] == "lower_power")
if (power_output > 1)
power_output--
src.updateUsrDialog()
if (href_list["action"] == "higher_power")
if (power_output < 4 || (obj_flags & EMAGGED))
power_output++
src.updateUsrDialog()
if (href_list["action"] == "close")
usr << browse(null, "window=port_gen")
usr.unset_machine()
/obj/machinery/power/port_gen/pacman/super
name = "\improper S.U.P.E.R.P.A.C.M.A.N.-type portable generator"
icon_state = "portgen1_0"
base_icon = "portgen1"
circuit = /obj/item/circuitboard/machine/pacman/super
sheet_path = /obj/item/stack/sheet/mineral/uranium
power_gen = 15000
time_per_sheet = 85
/obj/machinery/power/port_gen/pacman/super/overheat()
explosion(src.loc, 3, 3, 3, -1)
/obj/machinery/power/port_gen/pacman/mrs
name = "\improper M.R.S.P.A.C.M.A.N.-type portable generator"
base_icon = "portgen2"
icon_state = "portgen2_0"
circuit = /obj/item/circuitboard/machine/pacman/mrs
sheet_path = /obj/item/stack/sheet/mineral/diamond
power_gen = 40000
time_per_sheet = 80
/obj/machinery/power/port_gen/pacman/mrs/overheat()
explosion(src.loc, 4, 4, 4, -1)
//Baseline portable generator. Has all the default handling. Not intended to be used on it's own (since it generates unlimited power).
/obj/machinery/power/port_gen
name = "portable generator"
desc = "A portable generator for emergency backup power."
icon = 'icons/obj/power.dmi'
icon_state = "portgen0_0"
density = TRUE
anchored = FALSE
use_power = NO_POWER_USE
var/active = 0
var/power_gen = 5000
var/recent_fault = 0
var/power_output = 1
var/consumption = 0
var/base_icon = "portgen0"
var/datum/looping_sound/generator/soundloop
interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT | INTERACT_ATOM_REQUIRES_ANCHORED
/obj/machinery/power/port_gen/Initialize()
. = ..()
soundloop = new(list(src), active)
/obj/machinery/power/port_gen/Destroy()
QDEL_NULL(soundloop)
return ..()
/obj/machinery/power/port_gen/proc/HasFuel() //Placeholder for fuel check.
return 1
/obj/machinery/power/port_gen/proc/UseFuel() //Placeholder for fuel use.
return
/obj/machinery/power/port_gen/proc/DropFuel()
return
/obj/machinery/power/port_gen/proc/handleInactive()
return
/obj/machinery/power/port_gen/update_icon()
icon_state = "[base_icon]_[active]"
/obj/machinery/power/port_gen/process()
if(active && HasFuel() && !crit_fail && anchored && powernet)
add_avail(power_gen * power_output)
UseFuel()
src.updateDialog()
soundloop.start()
else
active = 0
handleInactive()
update_icon()
soundloop.stop()
/obj/machinery/power/port_gen/examine(mob/user)
. = ..()
. += "It is[!active?"n't":""] running."
/obj/machinery/power/port_gen/pacman
name = "\improper P.A.C.M.A.N.-type portable generator"
circuit = /obj/item/circuitboard/machine/pacman
var/sheets = 0
var/max_sheets = 100
var/sheet_name = ""
var/sheet_path = /obj/item/stack/sheet/mineral/plasma
var/sheet_left = 0 // How much is left of the sheet
var/time_per_sheet = 260
var/current_heat = 0
/obj/machinery/power/port_gen/pacman/Initialize()
. = ..()
if(anchored)
connect_to_network()
/obj/machinery/power/port_gen/pacman/Initialize()
. = ..()
var/obj/sheet = new sheet_path(null)
sheet_name = sheet.name
/obj/machinery/power/port_gen/pacman/Destroy()
DropFuel()
return ..()
/obj/machinery/power/port_gen/pacman/RefreshParts()
var/temp_rating = 0
var/consumption_coeff = 0
for(var/obj/item/stock_parts/SP in component_parts)
if(istype(SP, /obj/item/stock_parts/matter_bin))
max_sheets = SP.rating * SP.rating * 50
else if(istype(SP, /obj/item/stock_parts/capacitor))
temp_rating += SP.rating
else
consumption_coeff += SP.rating
power_gen = round(initial(power_gen) * temp_rating * 2)
consumption = consumption_coeff
/obj/machinery/power/port_gen/pacman/examine(mob/user)
. = ..()
. += "<span class='notice'>The generator has [sheets] units of [sheet_name] fuel left, producing [power_gen] per cycle.</span>"
if(crit_fail)
. += "<span class='danger'>The generator seems to have broken down.</span>"
if(in_range(user, src) || isobserver(user))
to_chat(user, "<span class='notice'>The status display reads: Fuel efficiency increased by <b>[(consumption*100)-100]%</b>.<span>")
/obj/machinery/power/port_gen/pacman/HasFuel()
if(sheets >= 1 / (time_per_sheet / power_output) - sheet_left)
return 1
return 0
/obj/machinery/power/port_gen/pacman/DropFuel()
if(sheets)
new sheet_path(drop_location(), sheets)
sheets = 0
/obj/machinery/power/port_gen/pacman/UseFuel()
var/needed_sheets = 1 / (time_per_sheet * consumption / power_output)
var/temp = min(needed_sheets, sheet_left)
needed_sheets -= temp
sheet_left -= temp
sheets -= round(needed_sheets)
needed_sheets -= round(needed_sheets)
if (sheet_left <= 0 && sheets > 0)
sheet_left = 1 - needed_sheets
sheets--
var/lower_limit = 56 + power_output * 10
var/upper_limit = 76 + power_output * 10
var/bias = 0
if (power_output > 4)
upper_limit = 400
bias = power_output - consumption * (4 - consumption)
if (current_heat < lower_limit)
current_heat += 4 - consumption
else
current_heat += rand(-7 + bias, 7 + bias)
if (current_heat < lower_limit)
current_heat = lower_limit
if (current_heat > upper_limit)
current_heat = upper_limit
if (current_heat > 300)
overheat()
qdel(src)
return
/obj/machinery/power/port_gen/pacman/handleInactive()
if (current_heat > 0)
current_heat = max(current_heat - 2, 0)
src.updateDialog()
/obj/machinery/power/port_gen/pacman/proc/overheat()
explosion(src.loc, 2, 5, 2, -1)
/obj/machinery/power/port_gen/pacman/attackby(obj/item/O, mob/user, params)
if(istype(O, sheet_path))
var/obj/item/stack/addstack = O
var/amount = min((max_sheets - sheets), addstack.amount)
if(amount < 1)
to_chat(user, "<span class='notice'>The [src.name] is full!</span>")
return
to_chat(user, "<span class='notice'>You add [amount] sheets to the [src.name].</span>")
sheets += amount
addstack.use(amount)
updateUsrDialog()
return
else if(!active)
if(istype(O, /obj/item/wrench))
if(!anchored && !isinspace())
connect_to_network()
to_chat(user, "<span class='notice'>You secure the generator to the floor.</span>")
anchored = TRUE
else if(anchored)
disconnect_from_network()
to_chat(user, "<span class='notice'>You unsecure the generator from the floor.</span>")
anchored = FALSE
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
return
else if(istype(O, /obj/item/screwdriver))
panel_open = !panel_open
O.play_tool_sound(src)
if(panel_open)
to_chat(user, "<span class='notice'>You open the access panel.</span>")
else
to_chat(user, "<span class='notice'>You close the access panel.</span>")
return
else if(default_deconstruction_crowbar(O))
return
return ..()
/obj/machinery/power/port_gen/pacman/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
emp_act(EMP_HEAVY)
return TRUE
/obj/machinery/power/port_gen/pacman/attack_ai(mob/user)
interact(user)
/obj/machinery/power/port_gen/pacman/attack_paw(mob/user)
interact(user)
/obj/machinery/power/port_gen/pacman/ui_interact(mob/user)
. = ..()
if (get_dist(src, user) > 1 )
if(!isAI(user))
user.unset_machine()
user << browse(null, "window=port_gen")
return
var/dat = text("<b>[name]</b><br>")
if (active)
dat += text("Generator: <A href='?src=[REF(src)];action=disable'>On</A><br>")
else
dat += text("Generator: <A href='?src=[REF(src)];action=enable'>Off</A><br>")
dat += text("[capitalize(sheet_name)]: [sheets] - <A href='?src=[REF(src)];action=eject'>Eject</A><br>")
var/stack_percent = round(sheet_left * 100, 1)
dat += text("Current stack: [stack_percent]% <br>")
dat += text("Power output: <A href='?src=[REF(src)];action=lower_power'>-</A> [power_gen * power_output] <A href='?src=[REF(src)];action=higher_power'>+</A><br>")
dat += text("Power current: [(powernet == null ? "Unconnected" : "[DisplayPower(avail())]")]<br>")
dat += text("Heat: [current_heat]<br>")
dat += "<br><A href='?src=[REF(src)];action=close'>Close</A>"
user << browse(dat, "window=port_gen")
onclose(user, "port_gen")
/obj/machinery/power/port_gen/pacman/Topic(href, href_list)
if(..())
return
src.add_fingerprint(usr)
if(href_list["action"])
if(href_list["action"] == "enable")
if(!active && HasFuel() && !crit_fail)
active = 1
src.updateUsrDialog()
update_icon()
if(href_list["action"] == "disable")
if (active)
active = 0
src.updateUsrDialog()
update_icon()
if(href_list["action"] == "eject")
if(!active)
DropFuel()
src.updateUsrDialog()
if(href_list["action"] == "lower_power")
if (power_output > 1)
power_output--
src.updateUsrDialog()
if (href_list["action"] == "higher_power")
if (power_output < 4 || (obj_flags & EMAGGED))
power_output++
src.updateUsrDialog()
if (href_list["action"] == "close")
usr << browse(null, "window=port_gen")
usr.unset_machine()
/obj/machinery/power/port_gen/pacman/super
name = "\improper S.U.P.E.R.P.A.C.M.A.N.-type portable generator"
icon_state = "portgen1_0"
base_icon = "portgen1"
circuit = /obj/item/circuitboard/machine/pacman/super
sheet_path = /obj/item/stack/sheet/mineral/uranium
power_gen = 15000
time_per_sheet = 85
/obj/machinery/power/port_gen/pacman/super/overheat()
explosion(src.loc, 3, 3, 3, -1)
/obj/machinery/power/port_gen/pacman/mrs
name = "\improper M.R.S.P.A.C.M.A.N.-type portable generator"
base_icon = "portgen2"
icon_state = "portgen2_0"
circuit = /obj/item/circuitboard/machine/pacman/mrs
sheet_path = /obj/item/stack/sheet/mineral/diamond
power_gen = 40000
time_per_sheet = 80
/obj/machinery/power/port_gen/pacman/mrs/overheat()
explosion(src.loc, 4, 4, 4, -1)
+232 -232
View File
@@ -1,232 +1,232 @@
// stored_power += (pulse_strength-RAD_COLLECTOR_EFFICIENCY)*RAD_COLLECTOR_COEFFICIENT
#define RAD_COLLECTOR_EFFICIENCY 80 // radiation needs to be over this amount to get power
#define RAD_COLLECTOR_COEFFICIENT 100
#define RAD_COLLECTOR_STORED_OUT 0.04 // (this*100)% of stored power outputted per tick. Doesn't actualy change output total, lower numbers just means collectors output for longer in absence of a source
#define RAD_COLLECTOR_MINING_CONVERSION_RATE 0.00001 //This is gonna need a lot of tweaking to get right. This is the number used to calculate the conversion of watts to research points per process()
#define RAD_COLLECTOR_OUTPUT min(stored_power, (stored_power*RAD_COLLECTOR_STORED_OUT)+1000) //Produces at least 1000 watts if it has more than that stored
/obj/machinery/power/rad_collector
name = "Radiation Collector Array"
desc = "A device which uses Hawking Radiation and plasma to produce power."
icon = 'icons/obj/singularity.dmi'
icon_state = "ca"
anchored = FALSE
density = TRUE
req_access = list(ACCESS_ENGINE_EQUIP)
// use_power = NO_POWER_USE
max_integrity = 350
integrity_failure = 80
circuit = /obj/item/circuitboard/machine/rad_collector
var/obj/item/tank/internals/plasma/loaded_tank = null
var/stored_power = 0
var/last_push
var/active = 0
var/locked = FALSE
var/drainratio = 1
var/powerproduction_drain = 0.001
var/bitcoinproduction_drain = 0.15
var/bitcoinmining = FALSE
rad_insulation = RAD_EXTREME_INSULATION
/obj/machinery/power/rad_collector/anchored
anchored = TRUE
/obj/machinery/power/rad_collector/Destroy()
return ..()
/obj/machinery/power/rad_collector/process()
if(!loaded_tank)
return
if(!bitcoinmining)
if(!loaded_tank.air_contents.gases[/datum/gas/plasma])
investigate_log("<font color='red'>out of fuel</font>.", INVESTIGATE_SINGULO)
playsound(src, 'sound/machines/ding.ogg', 50, 1)
eject()
else
var/gasdrained = min(powerproduction_drain*drainratio,loaded_tank.air_contents.gases[/datum/gas/plasma])
loaded_tank.air_contents.gases[/datum/gas/plasma] -= 2.7 * gasdrained
loaded_tank.air_contents.gases[/datum/gas/tritium] += 2.7 * gasdrained
GAS_GARBAGE_COLLECT(loaded_tank.air_contents.gases)
var/power_produced = RAD_COLLECTOR_OUTPUT
add_avail(power_produced)
stored_power-=power_produced
else if(is_station_level(z) && SSresearch.science_tech)
if(!loaded_tank.air_contents.gases[/datum/gas/tritium] || !loaded_tank.air_contents.gases[/datum/gas/oxygen])
playsound(src, 'sound/machines/ding.ogg', 50, 1)
eject()
else
var/gasdrained = bitcoinproduction_drain*drainratio
loaded_tank.air_contents.gases[/datum/gas/tritium] -= gasdrained
loaded_tank.air_contents.gases[/datum/gas/oxygen] -= gasdrained
loaded_tank.air_contents.gases[/datum/gas/carbon_dioxide] += gasdrained*2
GAS_GARBAGE_COLLECT(loaded_tank.air_contents.gases)
SSresearch.science_tech.add_point_type(TECHWEB_POINT_TYPE_DEFAULT, stored_power*RAD_COLLECTOR_MINING_CONVERSION_RATE)
last_push = stored_power
stored_power = 0
/obj/machinery/power/rad_collector/interact(mob/user)
if(anchored)
if(!src.locked)
toggle_power()
user.visible_message("[user.name] turns the [src.name] [active? "on":"off"].", \
"<span class='notice'>You turn the [src.name] [active? "on":"off"].</span>")
var/fuel
if(loaded_tank)
fuel = loaded_tank.air_contents.gases[/datum/gas/plasma]
investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [key_name(user)]. [loaded_tank?"Fuel: [round(fuel/0.29)]%":"<font color='red'>It is empty</font>"].", INVESTIGATE_SINGULO)
return
else
to_chat(user, "<span class='warning'>The controls are locked!</span>")
return
/obj/machinery/power/rad_collector/can_be_unfasten_wrench(mob/user, silent)
if(loaded_tank)
if(!silent)
to_chat(user, "<span class='warning'>Remove the plasma tank first!</span>")
return FAILED_UNFASTEN
return ..()
/obj/machinery/power/rad_collector/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(anchored)
connect_to_network()
else
disconnect_from_network()
/obj/machinery/power/rad_collector/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/tank/internals/plasma))
if(!anchored)
to_chat(user, "<span class='warning'>[src] needs to be secured to the floor first!</span>")
return TRUE
if(loaded_tank)
to_chat(user, "<span class='warning'>There's already a plasma tank loaded!</span>")
return TRUE
if(panel_open)
to_chat(user, "<span class='warning'>Close the maintenance panel first!</span>")
return TRUE
if(!user.transferItemToLoc(W, src))
return
loaded_tank = W
update_icon()
else if(W.GetID())
if(allowed(user))
if(active)
locked = !locked
to_chat(user, "<span class='notice'>You [locked ? "lock" : "unlock"] the controls.</span>")
else
to_chat(user, "<span class='warning'>The controls can only be locked when \the [src] is active!</span>")
else
to_chat(user, "<span class='danger'>Access denied.</span>")
return TRUE
else
return ..()
/obj/machinery/power/rad_collector/wrench_act(mob/living/user, obj/item/I)
default_unfasten_wrench(user, I)
return TRUE
/obj/machinery/power/rad_collector/screwdriver_act(mob/living/user, obj/item/I)
if(..())
return TRUE
if(loaded_tank)
to_chat(user, "<span class='warning'>Remove the plasma tank first!</span>")
else
default_deconstruction_screwdriver(user, icon_state, icon_state, I)
return TRUE
/obj/machinery/power/rad_collector/crowbar_act(mob/living/user, obj/item/I)
if(loaded_tank)
if(locked)
to_chat(user, "<span class='warning'>The controls are locked!</span>")
return TRUE
eject()
return TRUE
if(default_deconstruction_crowbar(I))
return TRUE
to_chat(user, "<span class='warning'>There isn't a tank loaded!</span>")
return TRUE
/obj/machinery/power/rad_collector/multitool_act(mob/living/user, obj/item/I)
if(!is_station_level(z) && !SSresearch.science_tech)
to_chat(user, "<span class='warning'>[src] isn't linked to a research system!</span>")
return TRUE
if(locked)
to_chat(user, "<span class='warning'>[src] is locked!</span>")
return TRUE
if(active)
to_chat(user, "<span class='warning'>[src] is currently active, producing [bitcoinmining ? "research points":"power"].</span>")
return TRUE
bitcoinmining = !bitcoinmining
to_chat(user, "<span class='warning'>You [bitcoinmining ? "enable":"disable"] the research point production feature of [src].</span>")
return TRUE
/obj/machinery/power/rad_collector/analyzer_act(mob/living/user, obj/item/I)
if(loaded_tank)
loaded_tank.analyzer_act(user, I)
/obj/machinery/power/rad_collector/examine(mob/user)
. = ..()
if(active)
if(!bitcoinmining)
. += "<span class='notice'>[src]'s display states that it has stored <b>[DisplayPower(stored_power)]</b>, and is processing <b>[DisplayPower((RAD_COLLECTOR_OUTPUT)*((60 SECONDS)/SSmachines.wait))]</b> per minute. <br>The <b>plasma</b> within it's tank is being irradiated into <b>tritium</b>.</span>"
else
. += "<span class='notice'>[src]'s display states that it's producing a total of <b>[(last_push*RAD_COLLECTOR_MINING_CONVERSION_RATE)*((60 SECONDS)/SSmachines.wait)]</b> research points per minute. <br>The <b>tritium</b> and <b>oxygen</b> within it's tank is being combusted into <b>carbon dioxide</b>.</span>"
else
if(!bitcoinmining)
. += "<span class='notice'><b>[src]'s display displays the words:</b> \"Power production mode. Please insert <b>Plasma</b>. Use a multitool to change production modes.\"</span>"
else
. += "<span class='notice'><b>[src]'s display displays the words:</b> \"Research point production mode. Please insert <b>Tritium</b> and <b>Oxygen</b>. Use a multitool to change production modes.\"</span>"
/obj/machinery/power/rad_collector/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
eject()
stat |= BROKEN
/obj/machinery/power/rad_collector/proc/eject()
locked = FALSE
var/obj/item/tank/internals/plasma/Z = src.loaded_tank
if (!Z)
return
Z.forceMove(drop_location())
Z.layer = initial(Z.layer)
Z.plane = initial(Z.plane)
src.loaded_tank = null
if(active)
toggle_power()
else
update_icon()
/obj/machinery/power/rad_collector/rad_act(pulse_strength)
. = ..()
if(loaded_tank && active && pulse_strength > RAD_COLLECTOR_EFFICIENCY)
stored_power += (pulse_strength-RAD_COLLECTOR_EFFICIENCY)*RAD_COLLECTOR_COEFFICIENT
/obj/machinery/power/rad_collector/update_icon()
cut_overlays()
if(loaded_tank)
add_overlay("ptank")
if(stat & (NOPOWER|BROKEN))
return
if(active)
add_overlay("on")
/obj/machinery/power/rad_collector/proc/toggle_power()
active = !active
if(active)
icon_state = "ca_on"
flick("ca_active", src)
else
icon_state = "ca"
flick("ca_deactive", src)
update_icon()
return
#undef RAD_COLLECTOR_EFFICIENCY
#undef RAD_COLLECTOR_COEFFICIENT
#undef RAD_COLLECTOR_STORED_OUT
#undef RAD_COLLECTOR_MINING_CONVERSION_RATE
#undef RAD_COLLECTOR_OUTPUT
// stored_power += (pulse_strength-RAD_COLLECTOR_EFFICIENCY)*RAD_COLLECTOR_COEFFICIENT
#define RAD_COLLECTOR_EFFICIENCY 80 // radiation needs to be over this amount to get power
#define RAD_COLLECTOR_COEFFICIENT 100
#define RAD_COLLECTOR_STORED_OUT 0.04 // (this*100)% of stored power outputted per tick. Doesn't actualy change output total, lower numbers just means collectors output for longer in absence of a source
#define RAD_COLLECTOR_MINING_CONVERSION_RATE 0.00001 //This is gonna need a lot of tweaking to get right. This is the number used to calculate the conversion of watts to research points per process()
#define RAD_COLLECTOR_OUTPUT min(stored_power, (stored_power*RAD_COLLECTOR_STORED_OUT)+1000) //Produces at least 1000 watts if it has more than that stored
/obj/machinery/power/rad_collector
name = "Radiation Collector Array"
desc = "A device which uses Hawking Radiation and plasma to produce power."
icon = 'icons/obj/singularity.dmi'
icon_state = "ca"
anchored = FALSE
density = TRUE
req_access = list(ACCESS_ENGINE_EQUIP)
// use_power = NO_POWER_USE
max_integrity = 350
integrity_failure = 80
circuit = /obj/item/circuitboard/machine/rad_collector
var/obj/item/tank/internals/plasma/loaded_tank = null
var/stored_power = 0
var/last_push
var/active = 0
var/locked = FALSE
var/drainratio = 1
var/powerproduction_drain = 0.001
var/bitcoinproduction_drain = 0.15
var/bitcoinmining = FALSE
rad_insulation = RAD_EXTREME_INSULATION
/obj/machinery/power/rad_collector/anchored
anchored = TRUE
/obj/machinery/power/rad_collector/Destroy()
return ..()
/obj/machinery/power/rad_collector/process()
if(!loaded_tank)
return
if(!bitcoinmining)
if(!loaded_tank.air_contents.gases[/datum/gas/plasma])
investigate_log("<font color='red'>out of fuel</font>.", INVESTIGATE_SINGULO)
playsound(src, 'sound/machines/ding.ogg', 50, 1)
eject()
else
var/gasdrained = min(powerproduction_drain*drainratio,loaded_tank.air_contents.gases[/datum/gas/plasma])
loaded_tank.air_contents.gases[/datum/gas/plasma] -= 2.7 * gasdrained
loaded_tank.air_contents.gases[/datum/gas/tritium] += 2.7 * gasdrained
GAS_GARBAGE_COLLECT(loaded_tank.air_contents.gases)
var/power_produced = RAD_COLLECTOR_OUTPUT
add_avail(power_produced)
stored_power-=power_produced
else if(is_station_level(z) && SSresearch.science_tech)
if(!loaded_tank.air_contents.gases[/datum/gas/tritium] || !loaded_tank.air_contents.gases[/datum/gas/oxygen])
playsound(src, 'sound/machines/ding.ogg', 50, 1)
eject()
else
var/gasdrained = bitcoinproduction_drain*drainratio
loaded_tank.air_contents.gases[/datum/gas/tritium] -= gasdrained
loaded_tank.air_contents.gases[/datum/gas/oxygen] -= gasdrained
loaded_tank.air_contents.gases[/datum/gas/carbon_dioxide] += gasdrained*2
GAS_GARBAGE_COLLECT(loaded_tank.air_contents.gases)
SSresearch.science_tech.add_point_type(TECHWEB_POINT_TYPE_DEFAULT, stored_power*RAD_COLLECTOR_MINING_CONVERSION_RATE)
last_push = stored_power
stored_power = 0
/obj/machinery/power/rad_collector/interact(mob/user)
if(anchored)
if(!src.locked)
toggle_power()
user.visible_message("[user.name] turns the [src.name] [active? "on":"off"].", \
"<span class='notice'>You turn the [src.name] [active? "on":"off"].</span>")
var/fuel
if(loaded_tank)
fuel = loaded_tank.air_contents.gases[/datum/gas/plasma]
investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [key_name(user)]. [loaded_tank?"Fuel: [round(fuel/0.29)]%":"<font color='red'>It is empty</font>"].", INVESTIGATE_SINGULO)
return
else
to_chat(user, "<span class='warning'>The controls are locked!</span>")
return
/obj/machinery/power/rad_collector/can_be_unfasten_wrench(mob/user, silent)
if(loaded_tank)
if(!silent)
to_chat(user, "<span class='warning'>Remove the plasma tank first!</span>")
return FAILED_UNFASTEN
return ..()
/obj/machinery/power/rad_collector/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(anchored)
connect_to_network()
else
disconnect_from_network()
/obj/machinery/power/rad_collector/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/tank/internals/plasma))
if(!anchored)
to_chat(user, "<span class='warning'>[src] needs to be secured to the floor first!</span>")
return TRUE
if(loaded_tank)
to_chat(user, "<span class='warning'>There's already a plasma tank loaded!</span>")
return TRUE
if(panel_open)
to_chat(user, "<span class='warning'>Close the maintenance panel first!</span>")
return TRUE
if(!user.transferItemToLoc(W, src))
return
loaded_tank = W
update_icon()
else if(W.GetID())
if(allowed(user))
if(active)
locked = !locked
to_chat(user, "<span class='notice'>You [locked ? "lock" : "unlock"] the controls.</span>")
else
to_chat(user, "<span class='warning'>The controls can only be locked when \the [src] is active!</span>")
else
to_chat(user, "<span class='danger'>Access denied.</span>")
return TRUE
else
return ..()
/obj/machinery/power/rad_collector/wrench_act(mob/living/user, obj/item/I)
default_unfasten_wrench(user, I)
return TRUE
/obj/machinery/power/rad_collector/screwdriver_act(mob/living/user, obj/item/I)
if(..())
return TRUE
if(loaded_tank)
to_chat(user, "<span class='warning'>Remove the plasma tank first!</span>")
else
default_deconstruction_screwdriver(user, icon_state, icon_state, I)
return TRUE
/obj/machinery/power/rad_collector/crowbar_act(mob/living/user, obj/item/I)
if(loaded_tank)
if(locked)
to_chat(user, "<span class='warning'>The controls are locked!</span>")
return TRUE
eject()
return TRUE
if(default_deconstruction_crowbar(I))
return TRUE
to_chat(user, "<span class='warning'>There isn't a tank loaded!</span>")
return TRUE
/obj/machinery/power/rad_collector/multitool_act(mob/living/user, obj/item/I)
if(!is_station_level(z) && !SSresearch.science_tech)
to_chat(user, "<span class='warning'>[src] isn't linked to a research system!</span>")
return TRUE
if(locked)
to_chat(user, "<span class='warning'>[src] is locked!</span>")
return TRUE
if(active)
to_chat(user, "<span class='warning'>[src] is currently active, producing [bitcoinmining ? "research points":"power"].</span>")
return TRUE
bitcoinmining = !bitcoinmining
to_chat(user, "<span class='warning'>You [bitcoinmining ? "enable":"disable"] the research point production feature of [src].</span>")
return TRUE
/obj/machinery/power/rad_collector/analyzer_act(mob/living/user, obj/item/I)
if(loaded_tank)
loaded_tank.analyzer_act(user, I)
/obj/machinery/power/rad_collector/examine(mob/user)
. = ..()
if(active)
if(!bitcoinmining)
. += "<span class='notice'>[src]'s display states that it has stored <b>[DisplayPower(stored_power)]</b>, and is processing <b>[DisplayPower((RAD_COLLECTOR_OUTPUT)*((60 SECONDS)/SSmachines.wait))]</b> per minute. <br>The <b>plasma</b> within it's tank is being irradiated into <b>tritium</b>.</span>"
else
. += "<span class='notice'>[src]'s display states that it's producing a total of <b>[(last_push*RAD_COLLECTOR_MINING_CONVERSION_RATE)*((60 SECONDS)/SSmachines.wait)]</b> research points per minute. <br>The <b>tritium</b> and <b>oxygen</b> within it's tank is being combusted into <b>carbon dioxide</b>.</span>"
else
if(!bitcoinmining)
. += "<span class='notice'><b>[src]'s display displays the words:</b> \"Power production mode. Please insert <b>Plasma</b>. Use a multitool to change production modes.\"</span>"
else
. += "<span class='notice'><b>[src]'s display displays the words:</b> \"Research point production mode. Please insert <b>Tritium</b> and <b>Oxygen</b>. Use a multitool to change production modes.\"</span>"
/obj/machinery/power/rad_collector/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
eject()
stat |= BROKEN
/obj/machinery/power/rad_collector/proc/eject()
locked = FALSE
var/obj/item/tank/internals/plasma/Z = src.loaded_tank
if (!Z)
return
Z.forceMove(drop_location())
Z.layer = initial(Z.layer)
Z.plane = initial(Z.plane)
src.loaded_tank = null
if(active)
toggle_power()
else
update_icon()
/obj/machinery/power/rad_collector/rad_act(pulse_strength)
. = ..()
if(loaded_tank && active && pulse_strength > RAD_COLLECTOR_EFFICIENCY)
stored_power += (pulse_strength-RAD_COLLECTOR_EFFICIENCY)*RAD_COLLECTOR_COEFFICIENT
/obj/machinery/power/rad_collector/update_icon()
cut_overlays()
if(loaded_tank)
add_overlay("ptank")
if(stat & (NOPOWER|BROKEN))
return
if(active)
add_overlay("on")
/obj/machinery/power/rad_collector/proc/toggle_power()
active = !active
if(active)
icon_state = "ca_on"
flick("ca_active", src)
else
icon_state = "ca"
flick("ca_deactive", src)
update_icon()
return
#undef RAD_COLLECTOR_EFFICIENCY
#undef RAD_COLLECTOR_COEFFICIENT
#undef RAD_COLLECTOR_STORED_OUT
#undef RAD_COLLECTOR_MINING_CONVERSION_RATE
#undef RAD_COLLECTOR_OUTPUT
@@ -1,134 +1,134 @@
/obj/machinery/field/containment
name = "containment field"
desc = "An energy field."
icon = 'icons/obj/singularity.dmi'
icon_state = "Contain_F"
density = FALSE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
use_power = NO_POWER_USE
interaction_flags_atom = NONE
interaction_flags_machine = NONE
light_range = 4
layer = ABOVE_OBJ_LAYER
var/obj/machinery/field/generator/FG1 = null
var/obj/machinery/field/generator/FG2 = null
/obj/machinery/field/containment/Destroy()
FG1.fields -= src
FG2.fields -= src
return ..()
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/machinery/field/containment/attack_hand(mob/user)
if(get_dist(src, user) > 1)
return FALSE
else
shock(user)
return TRUE
/obj/machinery/field/containment/attackby(obj/item/W, mob/user, params)
shock(user)
return TRUE
/obj/machinery/field/containment/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BURN)
playsound(loc, 'sound/effects/empulse.ogg', 75, 1)
if(BRUTE)
playsound(loc, 'sound/effects/empulse.ogg', 75, 1)
/obj/machinery/field/containment/blob_act(obj/structure/blob/B)
return FALSE
/obj/machinery/field/containment/ex_act(severity, target)
return FALSE
/obj/machinery/field/containment/attack_animal(mob/living/simple_animal/M)
if(!FG1 || !FG2)
qdel(src)
return
if(ismegafauna(M))
M.visible_message("<span class='warning'>[M] glows fiercely as the containment field flickers out!</span>")
FG1.calc_power(INFINITY) //rip that 'containment' field
M.adjustHealth(-M.obj_damage)
else
..()
/obj/machinery/field/containment/Crossed(mob/mover)
if(isliving(mover))
shock(mover)
if(ismachinery(mover) || isstructure(mover) || ismecha(mover))
bump_field(mover)
/obj/machinery/field/containment/proc/set_master(master1,master2)
if(!master1 || !master2)
return FALSE
FG1 = master1
FG2 = master2
return TRUE
/obj/machinery/field/containment/shock(mob/living/user)
if(!FG1 || !FG2)
qdel(src)
return FALSE
..()
/obj/machinery/field/containment/Move()
qdel(src)
return FALSE
// Abstract Field Class
// Used for overriding certain procs
/obj/machinery/field
var/hasShocked = FALSE //Used to add a delay between shocks. In some cases this used to crash servers by spawning hundreds of sparks every second.
/obj/machinery/field/Bumped(atom/movable/mover)
if(hasShocked)
return
if(isliving(mover))
shock(mover)
return
if(ismachinery(mover) || isstructure(mover) || ismecha(mover))
bump_field(mover)
return
/obj/machinery/field/CanPass(atom/movable/mover, turf/target)
if(hasShocked || isliving(mover) || ismachinery(mover) || isstructure(mover) || ismecha(mover))
return FALSE
return ..()
/obj/machinery/field/proc/shock(mob/living/user)
var/shock_damage = min(rand(30,40),rand(30,40))
if(iscarbon(user))
user.Knockdown(300)
user.electrocute_act(shock_damage, src, 1)
else if(issilicon(user))
if(prob(20))
user.Stun(40)
user.take_overall_damage(0, shock_damage)
user.visible_message("<span class='danger'>[user.name] was shocked by the [src.name]!</span>", \
"<span class='userdanger'>Energy pulse detected, system damaged!</span>", \
"<span class='italics'>You hear an electrical crack.</span>")
user.updatehealth()
bump_field(user)
/obj/machinery/field/proc/clear_shock()
hasShocked = FALSE
/obj/machinery/field/proc/bump_field(atom/movable/AM as mob|obj)
if(hasShocked)
return FALSE
hasShocked = TRUE
do_sparks(5, TRUE, AM.loc)
var/atom/target = get_edge_target_turf(AM, get_dir(src, get_step_away(AM, src)))
AM.throw_at(target, 200, 4)
addtimer(CALLBACK(src, .proc/clear_shock), 5)
/obj/machinery/field/containment
name = "containment field"
desc = "An energy field."
icon = 'icons/obj/singularity.dmi'
icon_state = "Contain_F"
density = FALSE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
use_power = NO_POWER_USE
interaction_flags_atom = NONE
interaction_flags_machine = NONE
light_range = 4
layer = ABOVE_OBJ_LAYER
var/obj/machinery/field/generator/FG1 = null
var/obj/machinery/field/generator/FG2 = null
/obj/machinery/field/containment/Destroy()
FG1.fields -= src
FG2.fields -= src
return ..()
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/machinery/field/containment/attack_hand(mob/user)
if(get_dist(src, user) > 1)
return FALSE
else
shock(user)
return TRUE
/obj/machinery/field/containment/attackby(obj/item/W, mob/user, params)
shock(user)
return TRUE
/obj/machinery/field/containment/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BURN)
playsound(loc, 'sound/effects/empulse.ogg', 75, 1)
if(BRUTE)
playsound(loc, 'sound/effects/empulse.ogg', 75, 1)
/obj/machinery/field/containment/blob_act(obj/structure/blob/B)
return FALSE
/obj/machinery/field/containment/ex_act(severity, target)
return FALSE
/obj/machinery/field/containment/attack_animal(mob/living/simple_animal/M)
if(!FG1 || !FG2)
qdel(src)
return
if(ismegafauna(M))
M.visible_message("<span class='warning'>[M] glows fiercely as the containment field flickers out!</span>")
FG1.calc_power(INFINITY) //rip that 'containment' field
M.adjustHealth(-M.obj_damage)
else
..()
/obj/machinery/field/containment/Crossed(mob/mover)
if(isliving(mover))
shock(mover)
if(ismachinery(mover) || isstructure(mover) || ismecha(mover))
bump_field(mover)
/obj/machinery/field/containment/proc/set_master(master1,master2)
if(!master1 || !master2)
return FALSE
FG1 = master1
FG2 = master2
return TRUE
/obj/machinery/field/containment/shock(mob/living/user)
if(!FG1 || !FG2)
qdel(src)
return FALSE
..()
/obj/machinery/field/containment/Move()
qdel(src)
return FALSE
// Abstract Field Class
// Used for overriding certain procs
/obj/machinery/field
var/hasShocked = FALSE //Used to add a delay between shocks. In some cases this used to crash servers by spawning hundreds of sparks every second.
/obj/machinery/field/Bumped(atom/movable/mover)
if(hasShocked)
return
if(isliving(mover))
shock(mover)
return
if(ismachinery(mover) || isstructure(mover) || ismecha(mover))
bump_field(mover)
return
/obj/machinery/field/CanPass(atom/movable/mover, turf/target)
if(hasShocked || isliving(mover) || ismachinery(mover) || isstructure(mover) || ismecha(mover))
return FALSE
return ..()
/obj/machinery/field/proc/shock(mob/living/user)
var/shock_damage = min(rand(30,40),rand(30,40))
if(iscarbon(user))
user.Knockdown(300)
user.electrocute_act(shock_damage, src, 1)
else if(issilicon(user))
if(prob(20))
user.Stun(40)
user.take_overall_damage(0, shock_damage)
user.visible_message("<span class='danger'>[user.name] was shocked by the [src.name]!</span>", \
"<span class='userdanger'>Energy pulse detected, system damaged!</span>", \
"<span class='italics'>You hear an electrical crack.</span>")
user.updatehealth()
bump_field(user)
/obj/machinery/field/proc/clear_shock()
hasShocked = FALSE
/obj/machinery/field/proc/bump_field(atom/movable/AM as mob|obj)
if(hasShocked)
return FALSE
hasShocked = TRUE
do_sparks(5, TRUE, AM.loc)
var/atom/target = get_edge_target_turf(AM, get_dir(src, get_step_away(AM, src)))
AM.throw_at(target, 200, 4)
addtimer(CALLBACK(src, .proc/clear_shock), 5)
File diff suppressed because it is too large Load Diff
+353 -353
View File
@@ -1,353 +1,353 @@
/*
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
*/
#define field_generator_max_power 250
#define FG_OFFLINE 0
#define FG_CHARGING 1
#define FG_ONLINE 2
//field generator construction defines
#define FG_UNSECURED 0
#define FG_SECURED 1
#define FG_WELDED 2
/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 = FALSE
density = TRUE
use_power = NO_POWER_USE
max_integrity = 500
//100% immune to lasers and energy projectiles since it absorbs their energy.
armor = list("melee" = 25, "bullet" = 10, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
var/const/num_power_levels = 6 // Total number of power level icon has
var/power_level = 0
var/active = FG_OFFLINE
var/power = 20 // Current amount of power
var/state = FG_UNSECURED
var/warming_up = 0
var/list/obj/machinery/field/containment/fields
var/list/obj/machinery/field/generator/connected_gens
var/clean_up = 0
/obj/machinery/field/generator/update_icon()
cut_overlays()
if(warming_up)
add_overlay("+a[warming_up]")
if(fields.len)
add_overlay("+on")
if(power_level)
add_overlay("+p[power_level]")
/obj/machinery/field/generator/Initialize()
. = ..()
fields = list()
connected_gens = list()
/obj/machinery/field/generator/ComponentInitialize()
. = ..()
AddComponent(/datum/component/empprotection, EMP_PROTECT_SELF | EMP_PROTECT_WIRES)
/obj/machinery/field/generator/process()
if(active == FG_ONLINE)
calc_power()
/obj/machinery/field/generator/interact(mob/user)
if(state == FG_WELDED)
if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
if(active >= FG_CHARGING)
to_chat(user, "<span class='warning'>You are unable to turn off [src] once it is online!</span>")
return 1
else
user.visible_message("[user] turns on [src].", \
"<span class='notice'>You turn on [src].</span>", \
"<span class='italics'>You hear heavy droning.</span>")
turn_on()
investigate_log("<font color='green'>activated</font> by [key_name(user)].", INVESTIGATE_SINGULO)
add_fingerprint(user)
else
to_chat(user, "<span class='warning'>[src] needs to be firmly secured to the floor first!</span>")
/obj/machinery/field/generator/can_be_unfasten_wrench(mob/user, silent)
if(active)
if(!silent)
to_chat(user, "<span class='warning'>Turn \the [src] off first!</span>")
return FAILED_UNFASTEN
else if(state == FG_WELDED)
if(!silent)
to_chat(user, "<span class='warning'>[src] is welded to the floor!</span>")
return FAILED_UNFASTEN
return ..()
/obj/machinery/field/generator/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(anchored)
state = FG_SECURED
else
state = FG_UNSECURED
/obj/machinery/field/generator/wrench_act(mob/living/user, obj/item/I)
default_unfasten_wrench(user, I)
return TRUE
/obj/machinery/field/generator/welder_act(mob/living/user, obj/item/I)
if(active)
to_chat(user, "<span class='warning'>[src] needs to be off!</span>")
return TRUE
switch(state)
if(FG_UNSECURED)
to_chat(user, "<span class='warning'>[src] needs to be wrenched to the floor!</span>")
if(FG_SECURED)
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("[user] starts to weld [src] to the floor.", \
"<span class='notice'>You start to weld \the [src] to the floor...</span>", \
"<span class='italics'>You hear welding.</span>")
if(I.use_tool(src, user, 20, volume=50) && state == FG_SECURED)
state = FG_WELDED
to_chat(user, "<span class='notice'>You weld the field generator to the floor.</span>")
if(FG_WELDED)
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("[user] starts to cut [src] free from the floor.", \
"<span class='notice'>You start to cut \the [src] free from the floor...</span>", \
"<span class='italics'>You hear welding.</span>")
if(I.use_tool(src, user, 20, volume=50) && state == FG_WELDED)
state = FG_SECURED
to_chat(user, "<span class='notice'>You cut \the [src] free from the floor.</span>")
return TRUE
/obj/machinery/field/generator/attack_animal(mob/living/simple_animal/M)
if(M.environment_smash & ENVIRONMENT_SMASH_RWALLS && active == FG_OFFLINE && state != FG_UNSECURED)
state = FG_UNSECURED
anchored = FALSE
M.visible_message("<span class='warning'>[M] rips [src] free from its moorings!</span>")
else
..()
if(!anchored)
step(src, get_dir(M, src))
/obj/machinery/field/generator/blob_act(obj/structure/blob/B)
if(active)
return 0
else
..()
/obj/machinery/field/generator/bullet_act(obj/item/projectile/Proj)
if(Proj.flag != "bullet")
power = min(power + Proj.damage, field_generator_max_power)
check_power_level()
..()
/obj/machinery/field/generator/Destroy()
cleanup()
return ..()
/obj/machinery/field/generator/proc/check_power_level()
var/new_level = round(num_power_levels * power / field_generator_max_power)
if(new_level != power_level)
power_level = new_level
update_icon()
/obj/machinery/field/generator/proc/turn_off()
active = FG_OFFLINE
spawn(1)
cleanup()
while (warming_up>0 && !active)
sleep(50)
warming_up--
update_icon()
/obj/machinery/field/generator/proc/turn_on()
active = FG_CHARGING
spawn(1)
while (warming_up<3 && active)
sleep(50)
warming_up++
update_icon()
if(warming_up >= 3)
start_fields()
/obj/machinery/field/generator/proc/calc_power(set_power_draw)
var/power_draw = 2 + fields.len
if(set_power_draw)
power_draw = set_power_draw
if(draw_power(round(power_draw/2,1)))
check_power_level()
return 1
else
visible_message("<span class='danger'>The [name] shuts down!</span>", "<span class='italics'>You hear something shutting down.</span>")
turn_off()
investigate_log("ran out of power and <font color='red'>deactivated</font>", INVESTIGATE_SINGULO)
power = 0
check_power_level()
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(draw = 0, failsafe = FALSE, obj/machinery/field/generator/G = null, obj/machinery/field/generator/last = null)
if((G && (G == src)) || (failsafe >= 8))//Loopin, set fail
return 0
else
failsafe++
if(power >= draw)//We have enough power
power -= draw
return 1
else//Need more power
draw -= power
power = 0
for(var/CG in connected_gens)
var/obj/machinery/field/generator/FG = CG
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(state != FG_WELDED || !anchored)
turn_off()
return
spawn(1)
setup_field(1)
spawn(2)
setup_field(2)
spawn(3)
setup_field(4)
spawn(4)
setup_field(8)
spawn(5)
active = FG_ONLINE
/obj/machinery/field/generator/proc/setup_field(NSEW)
var/turf/T = loc
if(!istype(T))
return 0
var/obj/machinery/field/generator/G = null
var/steps = 0
if(!NSEW)//Make sure its ran right
return 0
for(var/dist in 0 to 7) // 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
G = locate(/obj/machinery/field/generator) in T
if(G)
steps -= 1
if(!G.active)
return 0
break
for(var/TC in T.contents)
var/atom/A = TC
if(ismob(A))
continue
if(A.density)
return 0
steps++
if(!G)
return 0
T = loc
for(var/dist in 0 to steps) // creates each field tile
var/field_dir = get_dir(T,get_step(G.loc, NSEW))
T = get_step(T, NSEW)
if(!locate(/obj/machinery/field/containment) in T)
var/obj/machinery/field/containment/CF = new(T)
CF.set_master(src,G)
CF.setDir(field_dir)
fields += CF
G.fields += CF
for(var/mob/living/L in T)
CF.Crossed(L)
connected_gens |= G
G.connected_gens |= src
update_icon()
/obj/machinery/field/generator/proc/cleanup()
clean_up = 1
for (var/F in fields)
qdel(F)
for(var/CG in connected_gens)
var/obj/machinery/field/generator/FG = CG
FG.connected_gens -= src
if(!FG.clean_up)//Makes the other gens clean up as well
FG.cleanup()
connected_gens -= FG
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/singularity/O in GLOB.singularities)
if(O.last_warning && temp)
if((world.time - O.last_warning) > 50) //to stop message-spam
temp = 0
var/turf/T = get_turf(src)
message_admins("A singulo exists and a containment field has failed at [ADMIN_VERBOSEJMP(T)].")
investigate_log("has <font color='red'>failed</font> whilst a singulo exists at [AREACOORD(T)].", INVESTIGATE_SINGULO)
O.last_warning = world.time
/obj/machinery/field/generator/shock(mob/living/user)
if(fields.len)
..()
/obj/machinery/field/generator/bump_field(atom/movable/AM as mob|obj)
if(fields.len)
..()
#undef FG_UNSECURED
#undef FG_SECURED
#undef FG_WELDED
#undef FG_OFFLINE
#undef FG_CHARGING
#undef FG_ONLINE
/*
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
*/
#define field_generator_max_power 250
#define FG_OFFLINE 0
#define FG_CHARGING 1
#define FG_ONLINE 2
//field generator construction defines
#define FG_UNSECURED 0
#define FG_SECURED 1
#define FG_WELDED 2
/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 = FALSE
density = TRUE
use_power = NO_POWER_USE
max_integrity = 500
//100% immune to lasers and energy projectiles since it absorbs their energy.
armor = list("melee" = 25, "bullet" = 10, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
var/const/num_power_levels = 6 // Total number of power level icon has
var/power_level = 0
var/active = FG_OFFLINE
var/power = 20 // Current amount of power
var/state = FG_UNSECURED
var/warming_up = 0
var/list/obj/machinery/field/containment/fields
var/list/obj/machinery/field/generator/connected_gens
var/clean_up = 0
/obj/machinery/field/generator/update_icon()
cut_overlays()
if(warming_up)
add_overlay("+a[warming_up]")
if(fields.len)
add_overlay("+on")
if(power_level)
add_overlay("+p[power_level]")
/obj/machinery/field/generator/Initialize()
. = ..()
fields = list()
connected_gens = list()
/obj/machinery/field/generator/ComponentInitialize()
. = ..()
AddComponent(/datum/component/empprotection, EMP_PROTECT_SELF | EMP_PROTECT_WIRES)
/obj/machinery/field/generator/process()
if(active == FG_ONLINE)
calc_power()
/obj/machinery/field/generator/interact(mob/user)
if(state == FG_WELDED)
if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
if(active >= FG_CHARGING)
to_chat(user, "<span class='warning'>You are unable to turn off [src] once it is online!</span>")
return 1
else
user.visible_message("[user] turns on [src].", \
"<span class='notice'>You turn on [src].</span>", \
"<span class='italics'>You hear heavy droning.</span>")
turn_on()
investigate_log("<font color='green'>activated</font> by [key_name(user)].", INVESTIGATE_SINGULO)
add_fingerprint(user)
else
to_chat(user, "<span class='warning'>[src] needs to be firmly secured to the floor first!</span>")
/obj/machinery/field/generator/can_be_unfasten_wrench(mob/user, silent)
if(active)
if(!silent)
to_chat(user, "<span class='warning'>Turn \the [src] off first!</span>")
return FAILED_UNFASTEN
else if(state == FG_WELDED)
if(!silent)
to_chat(user, "<span class='warning'>[src] is welded to the floor!</span>")
return FAILED_UNFASTEN
return ..()
/obj/machinery/field/generator/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(anchored)
state = FG_SECURED
else
state = FG_UNSECURED
/obj/machinery/field/generator/wrench_act(mob/living/user, obj/item/I)
default_unfasten_wrench(user, I)
return TRUE
/obj/machinery/field/generator/welder_act(mob/living/user, obj/item/I)
if(active)
to_chat(user, "<span class='warning'>[src] needs to be off!</span>")
return TRUE
switch(state)
if(FG_UNSECURED)
to_chat(user, "<span class='warning'>[src] needs to be wrenched to the floor!</span>")
if(FG_SECURED)
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("[user] starts to weld [src] to the floor.", \
"<span class='notice'>You start to weld \the [src] to the floor...</span>", \
"<span class='italics'>You hear welding.</span>")
if(I.use_tool(src, user, 20, volume=50) && state == FG_SECURED)
state = FG_WELDED
to_chat(user, "<span class='notice'>You weld the field generator to the floor.</span>")
if(FG_WELDED)
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("[user] starts to cut [src] free from the floor.", \
"<span class='notice'>You start to cut \the [src] free from the floor...</span>", \
"<span class='italics'>You hear welding.</span>")
if(I.use_tool(src, user, 20, volume=50) && state == FG_WELDED)
state = FG_SECURED
to_chat(user, "<span class='notice'>You cut \the [src] free from the floor.</span>")
return TRUE
/obj/machinery/field/generator/attack_animal(mob/living/simple_animal/M)
if(M.environment_smash & ENVIRONMENT_SMASH_RWALLS && active == FG_OFFLINE && state != FG_UNSECURED)
state = FG_UNSECURED
anchored = FALSE
M.visible_message("<span class='warning'>[M] rips [src] free from its moorings!</span>")
else
..()
if(!anchored)
step(src, get_dir(M, src))
/obj/machinery/field/generator/blob_act(obj/structure/blob/B)
if(active)
return 0
else
..()
/obj/machinery/field/generator/bullet_act(obj/item/projectile/Proj)
if(Proj.flag != "bullet")
power = min(power + Proj.damage, field_generator_max_power)
check_power_level()
..()
/obj/machinery/field/generator/Destroy()
cleanup()
return ..()
/obj/machinery/field/generator/proc/check_power_level()
var/new_level = round(num_power_levels * power / field_generator_max_power)
if(new_level != power_level)
power_level = new_level
update_icon()
/obj/machinery/field/generator/proc/turn_off()
active = FG_OFFLINE
spawn(1)
cleanup()
while (warming_up>0 && !active)
sleep(50)
warming_up--
update_icon()
/obj/machinery/field/generator/proc/turn_on()
active = FG_CHARGING
spawn(1)
while (warming_up<3 && active)
sleep(50)
warming_up++
update_icon()
if(warming_up >= 3)
start_fields()
/obj/machinery/field/generator/proc/calc_power(set_power_draw)
var/power_draw = 2 + fields.len
if(set_power_draw)
power_draw = set_power_draw
if(draw_power(round(power_draw/2,1)))
check_power_level()
return 1
else
visible_message("<span class='danger'>The [name] shuts down!</span>", "<span class='italics'>You hear something shutting down.</span>")
turn_off()
investigate_log("ran out of power and <font color='red'>deactivated</font>", INVESTIGATE_SINGULO)
power = 0
check_power_level()
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(draw = 0, failsafe = FALSE, obj/machinery/field/generator/G = null, obj/machinery/field/generator/last = null)
if((G && (G == src)) || (failsafe >= 8))//Loopin, set fail
return 0
else
failsafe++
if(power >= draw)//We have enough power
power -= draw
return 1
else//Need more power
draw -= power
power = 0
for(var/CG in connected_gens)
var/obj/machinery/field/generator/FG = CG
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(state != FG_WELDED || !anchored)
turn_off()
return
spawn(1)
setup_field(1)
spawn(2)
setup_field(2)
spawn(3)
setup_field(4)
spawn(4)
setup_field(8)
spawn(5)
active = FG_ONLINE
/obj/machinery/field/generator/proc/setup_field(NSEW)
var/turf/T = loc
if(!istype(T))
return 0
var/obj/machinery/field/generator/G = null
var/steps = 0
if(!NSEW)//Make sure its ran right
return 0
for(var/dist in 0 to 7) // 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
G = locate(/obj/machinery/field/generator) in T
if(G)
steps -= 1
if(!G.active)
return 0
break
for(var/TC in T.contents)
var/atom/A = TC
if(ismob(A))
continue
if(A.density)
return 0
steps++
if(!G)
return 0
T = loc
for(var/dist in 0 to steps) // creates each field tile
var/field_dir = get_dir(T,get_step(G.loc, NSEW))
T = get_step(T, NSEW)
if(!locate(/obj/machinery/field/containment) in T)
var/obj/machinery/field/containment/CF = new(T)
CF.set_master(src,G)
CF.setDir(field_dir)
fields += CF
G.fields += CF
for(var/mob/living/L in T)
CF.Crossed(L)
connected_gens |= G
G.connected_gens |= src
update_icon()
/obj/machinery/field/generator/proc/cleanup()
clean_up = 1
for (var/F in fields)
qdel(F)
for(var/CG in connected_gens)
var/obj/machinery/field/generator/FG = CG
FG.connected_gens -= src
if(!FG.clean_up)//Makes the other gens clean up as well
FG.cleanup()
connected_gens -= FG
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/singularity/O in GLOB.singularities)
if(O.last_warning && temp)
if((world.time - O.last_warning) > 50) //to stop message-spam
temp = 0
var/turf/T = get_turf(src)
message_admins("A singulo exists and a containment field has failed at [ADMIN_VERBOSEJMP(T)].")
investigate_log("has <font color='red'>failed</font> whilst a singulo exists at [AREACOORD(T)].", INVESTIGATE_SINGULO)
O.last_warning = world.time
/obj/machinery/field/generator/shock(mob/living/user)
if(fields.len)
..()
/obj/machinery/field/generator/bump_field(atom/movable/AM as mob|obj)
if(fields.len)
..()
#undef FG_UNSECURED
#undef FG_SECURED
#undef FG_WELDED
#undef FG_OFFLINE
#undef FG_CHARGING
#undef FG_ONLINE
+35 -35
View File
@@ -1,35 +1,35 @@
/////SINGULARITY SPAWNER
/obj/machinery/the_singularitygen
name = "Gravitational Singularity Generator"
desc = "An odd device which produces a Gravitational Singularity when set up."
icon = 'icons/obj/singularity.dmi'
icon_state = "TheSingGen"
anchored = FALSE
density = TRUE
use_power = NO_POWER_USE
resistance_flags = FIRE_PROOF
// You can buckle someone to the singularity generator, then start the engine. Fun!
can_buckle = TRUE
buckle_lying = FALSE
buckle_requires_restraints = TRUE
var/energy = 0
var/creation_type = /obj/singularity
/obj/machinery/the_singularitygen/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/wrench))
default_unfasten_wrench(user, W, 0)
else
return ..()
/obj/machinery/the_singularitygen/process()
if(energy > 0)
if(energy >= 200)
var/turf/T = get_turf(src)
SSblackbox.record_feedback("tally", "engine_started", 1, type)
var/obj/singularity/S = new creation_type(T, 50)
transfer_fingerprints_to(S)
qdel(src)
else
energy -= 1
/////SINGULARITY SPAWNER
/obj/machinery/the_singularitygen
name = "Gravitational Singularity Generator"
desc = "An odd device which produces a Gravitational Singularity when set up."
icon = 'icons/obj/singularity.dmi'
icon_state = "TheSingGen"
anchored = FALSE
density = TRUE
use_power = NO_POWER_USE
resistance_flags = FIRE_PROOF
// You can buckle someone to the singularity generator, then start the engine. Fun!
can_buckle = TRUE
buckle_lying = FALSE
buckle_requires_restraints = TRUE
var/energy = 0
var/creation_type = /obj/singularity
/obj/machinery/the_singularitygen/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/wrench))
default_unfasten_wrench(user, W, 0)
else
return ..()
/obj/machinery/the_singularitygen/process()
if(energy > 0)
if(energy >= 200)
var/turf/T = get_turf(src)
SSblackbox.record_feedback("tally", "engine_started", 1, type)
var/obj/singularity/S = new creation_type(T, 50)
transfer_fingerprints_to(S)
qdel(src)
else
energy -= 1
@@ -1,4 +1,4 @@
/area/engine/engineering/poweralert(state, source)
if (state != poweralm)
investigate_log("has a power alarm!", INVESTIGATE_SINGULO)
/area/engine/engineering/poweralert(state, source)
if (state != poweralm)
investigate_log("has a power alarm!", INVESTIGATE_SINGULO)
..()
@@ -1,68 +1,68 @@
/obj/effect/accelerated_particle
name = "Accelerated Particles"
desc = "Small things moving very fast."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "particle"
anchored = TRUE
density = FALSE
var/movement_range = 10
var/energy = 10
var/speed = 1
/obj/effect/accelerated_particle/weak
movement_range = 8
energy = 5
/obj/effect/accelerated_particle/strong
movement_range = 15
energy = 15
/obj/effect/accelerated_particle/powerful
movement_range = 20
energy = 50
/obj/effect/accelerated_particle/New(loc)
..()
addtimer(CALLBACK(src, .proc/move), 1)
/obj/effect/accelerated_particle/Bump(atom/A)
if(A)
if(isliving(A))
toxmob(A)
else if(istype(A, /obj/machinery/the_singularitygen))
var/obj/machinery/the_singularitygen/S = A
S.energy += energy
else if(istype(A, /obj/singularity))
var/obj/singularity/S = A
S.energy += energy
else if(istype(A, /obj/structure/blob))
var/obj/structure/blob/B = A
B.take_damage(energy*0.6)
movement_range = 0
/obj/effect/accelerated_particle/Crossed(atom/A)
if(isliving(A))
toxmob(A)
/obj/effect/accelerated_particle/ex_act(severity, target)
qdel(src)
/obj/effect/accelerated_particle/singularity_pull()
return
/obj/effect/accelerated_particle/proc/toxmob(mob/living/M)
M.rad_act(energy*6)
/obj/effect/accelerated_particle/proc/move()
if(!step(src,dir))
forceMove(get_step(src,dir))
movement_range--
if(movement_range == 0)
qdel(src)
else
sleep(speed)
move()
/obj/effect/accelerated_particle
name = "Accelerated Particles"
desc = "Small things moving very fast."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "particle"
anchored = TRUE
density = FALSE
var/movement_range = 10
var/energy = 10
var/speed = 1
/obj/effect/accelerated_particle/weak
movement_range = 8
energy = 5
/obj/effect/accelerated_particle/strong
movement_range = 15
energy = 15
/obj/effect/accelerated_particle/powerful
movement_range = 20
energy = 50
/obj/effect/accelerated_particle/New(loc)
..()
addtimer(CALLBACK(src, .proc/move), 1)
/obj/effect/accelerated_particle/Bump(atom/A)
if(A)
if(isliving(A))
toxmob(A)
else if(istype(A, /obj/machinery/the_singularitygen))
var/obj/machinery/the_singularitygen/S = A
S.energy += energy
else if(istype(A, /obj/singularity))
var/obj/singularity/S = A
S.energy += energy
else if(istype(A, /obj/structure/blob))
var/obj/structure/blob/B = A
B.take_damage(energy*0.6)
movement_range = 0
/obj/effect/accelerated_particle/Crossed(atom/A)
if(isliving(A))
toxmob(A)
/obj/effect/accelerated_particle/ex_act(severity, target)
qdel(src)
/obj/effect/accelerated_particle/singularity_pull()
return
/obj/effect/accelerated_particle/proc/toxmob(mob/living/M)
M.rad_act(energy*6)
/obj/effect/accelerated_particle/proc/move()
if(!step(src,dir))
forceMove(get_step(src,dir))
movement_range--
if(movement_range == 0)
qdel(src)
else
sleep(speed)
move()
@@ -1,172 +1,172 @@
/*Composed of 7 parts :
3 Particle Emitters
1 Power Box
1 Fuel Chamber
1 End Cap
1 Control computer
Setup map
|EC|
CC|FC|
|PB|
PE|PE|PE
*/
#define PA_CONSTRUCTION_UNSECURED 0
#define PA_CONSTRUCTION_UNWIRED 1
#define PA_CONSTRUCTION_PANEL_OPEN 2
#define PA_CONSTRUCTION_COMPLETE 3
/obj/structure/particle_accelerator
name = "Particle Accelerator"
desc = "Part of a Particle Accelerator."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "none"
anchored = FALSE
density = TRUE
max_integrity = 500
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 80)
var/obj/machinery/particle_accelerator/control_box/master = null
var/construction_state = PA_CONSTRUCTION_UNSECURED
var/reference = null
var/powered = 0
var/strength = null
/obj/structure/particle_accelerator/examine(mob/user)
. = ..()
switch(construction_state)
if(PA_CONSTRUCTION_UNSECURED)
. += "Looks like it's not attached to the flooring."
if(PA_CONSTRUCTION_UNWIRED)
. += "It is missing some cables."
if(PA_CONSTRUCTION_PANEL_OPEN)
. += "The panel is open."
/obj/structure/particle_accelerator/Destroy()
construction_state = PA_CONSTRUCTION_UNSECURED
if(master)
master.connected_parts -= src
master.assembled = 0
master = null
return ..()
/obj/structure/particle_accelerator/ComponentInitialize()
. = ..()
AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS )
/obj/structure/particle_accelerator/attackby(obj/item/W, mob/user, params)
var/did_something = FALSE
switch(construction_state)
if(PA_CONSTRUCTION_UNSECURED)
if(istype(W, /obj/item/wrench) && !isinspace())
W.play_tool_sound(src, 75)
anchored = TRUE
user.visible_message("[user.name] secures the [name] to the floor.", \
"You secure the external bolts.")
construction_state = PA_CONSTRUCTION_UNWIRED
did_something = TRUE
if(PA_CONSTRUCTION_UNWIRED)
if(istype(W, /obj/item/wrench))
W.play_tool_sound(src, 75)
anchored = FALSE
user.visible_message("[user.name] detaches the [name] from the floor.", \
"You remove the external bolts.")
construction_state = PA_CONSTRUCTION_UNSECURED
did_something = TRUE
else if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if(CC.use(1))
user.visible_message("[user.name] adds wires to the [name].", \
"You add some wires.")
construction_state = PA_CONSTRUCTION_PANEL_OPEN
did_something = TRUE
if(PA_CONSTRUCTION_PANEL_OPEN)
if(istype(W, /obj/item/wirecutters))//TODO:Shock user if its on?
user.visible_message("[user.name] removes some wires from the [name].", \
"You remove some wires.")
construction_state = PA_CONSTRUCTION_UNWIRED
did_something = TRUE
else if(istype(W, /obj/item/screwdriver))
user.visible_message("[user.name] closes the [name]'s access panel.", \
"You close the access panel.")
construction_state = PA_CONSTRUCTION_COMPLETE
did_something = TRUE
if(PA_CONSTRUCTION_COMPLETE)
if(istype(W, /obj/item/screwdriver))
user.visible_message("[user.name] opens the [name]'s access panel.", \
"You open the access panel.")
construction_state = PA_CONSTRUCTION_PANEL_OPEN
did_something = TRUE
if(did_something)
user.changeNext_move(CLICK_CD_MELEE)
update_state()
update_icon()
return
return ..()
/obj/structure/particle_accelerator/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/metal (loc, 5)
qdel(src)
/obj/structure/particle_accelerator/Move()
. = ..()
if(master && master.active)
master.toggle_power()
investigate_log("was moved whilst active; it <font color='red'>powered down</font>.", INVESTIGATE_SINGULO)
/obj/structure/particle_accelerator/update_icon()
switch(construction_state)
if(PA_CONSTRUCTION_UNSECURED,PA_CONSTRUCTION_UNWIRED)
icon_state="[reference]"
if(PA_CONSTRUCTION_PANEL_OPEN)
icon_state="[reference]w"
if(PA_CONSTRUCTION_COMPLETE)
if(powered)
icon_state="[reference]p[strength]"
else
icon_state="[reference]c"
/obj/structure/particle_accelerator/proc/update_state()
if(master)
master.update_state()
/obj/structure/particle_accelerator/proc/connect_master(obj/O)
if(O.dir == dir)
master = O
return 1
return 0
///////////
// PARTS //
///////////
/obj/structure/particle_accelerator/end_cap
name = "Alpha Particle Generation Array"
desc = "This is where Alpha particles are generated from \[REDACTED\]."
icon_state = "end_cap"
reference = "end_cap"
/obj/structure/particle_accelerator/power_box
name = "Particle Focusing EM Lens"
desc = "This uses electromagnetic waves to focus the Alpha particles."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "power_box"
reference = "power_box"
/obj/structure/particle_accelerator/fuel_chamber
name = "EM Acceleration Chamber"
desc = "This is where the Alpha particles are accelerated to <b><i>radical speeds</i></b>."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "fuel_chamber"
reference = "fuel_chamber"
/*Composed of 7 parts :
3 Particle Emitters
1 Power Box
1 Fuel Chamber
1 End Cap
1 Control computer
Setup map
|EC|
CC|FC|
|PB|
PE|PE|PE
*/
#define PA_CONSTRUCTION_UNSECURED 0
#define PA_CONSTRUCTION_UNWIRED 1
#define PA_CONSTRUCTION_PANEL_OPEN 2
#define PA_CONSTRUCTION_COMPLETE 3
/obj/structure/particle_accelerator
name = "Particle Accelerator"
desc = "Part of a Particle Accelerator."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "none"
anchored = FALSE
density = TRUE
max_integrity = 500
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 80)
var/obj/machinery/particle_accelerator/control_box/master = null
var/construction_state = PA_CONSTRUCTION_UNSECURED
var/reference = null
var/powered = 0
var/strength = null
/obj/structure/particle_accelerator/examine(mob/user)
. = ..()
switch(construction_state)
if(PA_CONSTRUCTION_UNSECURED)
. += "Looks like it's not attached to the flooring."
if(PA_CONSTRUCTION_UNWIRED)
. += "It is missing some cables."
if(PA_CONSTRUCTION_PANEL_OPEN)
. += "The panel is open."
/obj/structure/particle_accelerator/Destroy()
construction_state = PA_CONSTRUCTION_UNSECURED
if(master)
master.connected_parts -= src
master.assembled = 0
master = null
return ..()
/obj/structure/particle_accelerator/ComponentInitialize()
. = ..()
AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS )
/obj/structure/particle_accelerator/attackby(obj/item/W, mob/user, params)
var/did_something = FALSE
switch(construction_state)
if(PA_CONSTRUCTION_UNSECURED)
if(istype(W, /obj/item/wrench) && !isinspace())
W.play_tool_sound(src, 75)
anchored = TRUE
user.visible_message("[user.name] secures the [name] to the floor.", \
"You secure the external bolts.")
construction_state = PA_CONSTRUCTION_UNWIRED
did_something = TRUE
if(PA_CONSTRUCTION_UNWIRED)
if(istype(W, /obj/item/wrench))
W.play_tool_sound(src, 75)
anchored = FALSE
user.visible_message("[user.name] detaches the [name] from the floor.", \
"You remove the external bolts.")
construction_state = PA_CONSTRUCTION_UNSECURED
did_something = TRUE
else if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if(CC.use(1))
user.visible_message("[user.name] adds wires to the [name].", \
"You add some wires.")
construction_state = PA_CONSTRUCTION_PANEL_OPEN
did_something = TRUE
if(PA_CONSTRUCTION_PANEL_OPEN)
if(istype(W, /obj/item/wirecutters))//TODO:Shock user if its on?
user.visible_message("[user.name] removes some wires from the [name].", \
"You remove some wires.")
construction_state = PA_CONSTRUCTION_UNWIRED
did_something = TRUE
else if(istype(W, /obj/item/screwdriver))
user.visible_message("[user.name] closes the [name]'s access panel.", \
"You close the access panel.")
construction_state = PA_CONSTRUCTION_COMPLETE
did_something = TRUE
if(PA_CONSTRUCTION_COMPLETE)
if(istype(W, /obj/item/screwdriver))
user.visible_message("[user.name] opens the [name]'s access panel.", \
"You open the access panel.")
construction_state = PA_CONSTRUCTION_PANEL_OPEN
did_something = TRUE
if(did_something)
user.changeNext_move(CLICK_CD_MELEE)
update_state()
update_icon()
return
return ..()
/obj/structure/particle_accelerator/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/metal (loc, 5)
qdel(src)
/obj/structure/particle_accelerator/Move()
. = ..()
if(master && master.active)
master.toggle_power()
investigate_log("was moved whilst active; it <font color='red'>powered down</font>.", INVESTIGATE_SINGULO)
/obj/structure/particle_accelerator/update_icon()
switch(construction_state)
if(PA_CONSTRUCTION_UNSECURED,PA_CONSTRUCTION_UNWIRED)
icon_state="[reference]"
if(PA_CONSTRUCTION_PANEL_OPEN)
icon_state="[reference]w"
if(PA_CONSTRUCTION_COMPLETE)
if(powered)
icon_state="[reference]p[strength]"
else
icon_state="[reference]c"
/obj/structure/particle_accelerator/proc/update_state()
if(master)
master.update_state()
/obj/structure/particle_accelerator/proc/connect_master(obj/O)
if(O.dir == dir)
master = O
return 1
return 0
///////////
// PARTS //
///////////
/obj/structure/particle_accelerator/end_cap
name = "Alpha Particle Generation Array"
desc = "This is where Alpha particles are generated from \[REDACTED\]."
icon_state = "end_cap"
reference = "end_cap"
/obj/structure/particle_accelerator/power_box
name = "Particle Focusing EM Lens"
desc = "This uses electromagnetic waves to focus the Alpha particles."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "power_box"
reference = "power_box"
/obj/structure/particle_accelerator/fuel_chamber
name = "EM Acceleration Chamber"
desc = "This is where the Alpha particles are accelerated to <b><i>radical speeds</i></b>."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "fuel_chamber"
reference = "fuel_chamber"
@@ -1,330 +1,330 @@
/obj/machinery/particle_accelerator/control_box
name = "Particle Accelerator Control Console"
desc = "This controls the density of the particles."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "control_box"
anchored = FALSE
density = TRUE
use_power = NO_POWER_USE
idle_power_usage = 500
active_power_usage = 10000
dir = NORTH
var/strength_upper_limit = 2
var/interface_control = 1
var/list/obj/structure/particle_accelerator/connected_parts
var/assembled = 0
var/construction_state = PA_CONSTRUCTION_UNSECURED
var/active = 0
var/strength = 0
var/powered = 0
mouse_opacity = MOUSE_OPACITY_OPAQUE
/obj/machinery/particle_accelerator/control_box/Initialize()
. = ..()
wires = new /datum/wires/particle_accelerator/control_box(src)
connected_parts = list()
/obj/machinery/particle_accelerator/control_box/Destroy()
if(active)
toggle_power()
for(var/CP in connected_parts)
var/obj/structure/particle_accelerator/part = CP
part.master = null
connected_parts.Cut()
QDEL_NULL(wires)
return ..()
/obj/machinery/particle_accelerator/control_box/attack_hand(mob/user)
. = ..()
if(.)
return
if(construction_state == PA_CONSTRUCTION_COMPLETE)
interact(user)
else if(construction_state == PA_CONSTRUCTION_PANEL_OPEN)
wires.interact(user)
/obj/machinery/particle_accelerator/control_box/proc/update_state()
if(construction_state < PA_CONSTRUCTION_COMPLETE)
use_power = NO_POWER_USE
assembled = 0
active = 0
for(var/CP in connected_parts)
var/obj/structure/particle_accelerator/part = CP
part.strength = null
part.powered = 0
part.update_icon()
connected_parts.Cut()
return
if(!part_scan())
use_power = IDLE_POWER_USE
active = 0
connected_parts.Cut()
/obj/machinery/particle_accelerator/control_box/update_icon()
if(active)
icon_state = "control_boxp1"
else
if(use_power)
if(assembled)
icon_state = "control_boxp"
else
icon_state = "ucontrol_boxp"
else
switch(construction_state)
if(PA_CONSTRUCTION_UNSECURED, PA_CONSTRUCTION_UNWIRED)
icon_state = "control_box"
if(PA_CONSTRUCTION_PANEL_OPEN)
icon_state = "control_boxw"
else
icon_state = "control_boxc"
/obj/machinery/particle_accelerator/control_box/Topic(href, href_list)
if(..())
return
if(!interface_control)
to_chat(usr, "<span class='error'>ERROR: Request timed out. Check wire contacts.</span>")
return
if(href_list["close"])
usr << browse(null, "window=pacontrol")
usr.unset_machine()
return
if(href_list["togglep"])
if(!wires.is_cut(WIRE_POWER))
toggle_power()
else if(href_list["scan"])
part_scan()
else if(href_list["strengthup"])
if(!wires.is_cut(WIRE_STRENGTH))
add_strength()
else if(href_list["strengthdown"])
if(!wires.is_cut(WIRE_STRENGTH))
remove_strength()
updateDialog()
update_icon()
/obj/machinery/particle_accelerator/control_box/proc/strength_change()
for(var/CP in connected_parts)
var/obj/structure/particle_accelerator/part = CP
part.strength = strength
part.update_icon()
/obj/machinery/particle_accelerator/control_box/proc/add_strength(s)
if(assembled && (strength < strength_upper_limit))
strength++
strength_change()
message_admins("PA Control Computer increased to [strength] by [ADMIN_LOOKUPFLW(usr)] in [ADMIN_VERBOSEJMP(src)]")
log_game("PA Control Computer increased to [strength] by [key_name(usr)] in [AREACOORD(src)]")
investigate_log("increased to <font color='red'>[strength]</font> by [key_name(usr)] at [AREACOORD(src)]", INVESTIGATE_SINGULO)
/obj/machinery/particle_accelerator/control_box/proc/remove_strength(s)
if(assembled && (strength > 0))
strength--
strength_change()
message_admins("PA Control Computer decreased to [strength] by [ADMIN_LOOKUPFLW(usr)] in [ADMIN_VERBOSEJMP(src)]")
log_game("PA Control Computer decreased to [strength] by [key_name(usr)] in [AREACOORD(src)]")
investigate_log("decreased to <font color='green'>[strength]</font> by [key_name(usr)] at [AREACOORD(src)]", INVESTIGATE_SINGULO)
/obj/machinery/particle_accelerator/control_box/power_change()
..()
if(stat & NOPOWER)
active = 0
use_power = NO_POWER_USE
else if(!stat && construction_state == PA_CONSTRUCTION_COMPLETE)
use_power = IDLE_POWER_USE
/obj/machinery/particle_accelerator/control_box/process()
if(active)
//a part is missing!
if(connected_parts.len < 6)
investigate_log("lost a connected part; It <font color='red'>powered down</font>.", INVESTIGATE_SINGULO)
toggle_power()
update_icon()
return
//emit some particles
for(var/obj/structure/particle_accelerator/particle_emitter/PE in connected_parts)
PE.emit_particle(strength)
/obj/machinery/particle_accelerator/control_box/proc/part_scan()
var/ldir = turn(dir,-90)
var/rdir = turn(dir,90)
var/odir = turn(dir,180)
var/turf/T = loc
assembled = 0
critical_machine = FALSE
var/obj/structure/particle_accelerator/fuel_chamber/F = locate() in orange(1,src)
if(!F)
return 0
setDir(F.dir)
connected_parts.Cut()
T = get_step(T,rdir)
if(!check_part(T, /obj/structure/particle_accelerator/fuel_chamber))
return 0
T = get_step(T,odir)
if(!check_part(T, /obj/structure/particle_accelerator/end_cap))
return 0
T = get_step(T,dir)
T = get_step(T,dir)
if(!check_part(T, /obj/structure/particle_accelerator/power_box))
return 0
T = get_step(T,dir)
if(!check_part(T, /obj/structure/particle_accelerator/particle_emitter/center))
return 0
T = get_step(T,ldir)
if(!check_part(T, /obj/structure/particle_accelerator/particle_emitter/left))
return 0
T = get_step(T,rdir)
T = get_step(T,rdir)
if(!check_part(T, /obj/structure/particle_accelerator/particle_emitter/right))
return 0
assembled = 1
critical_machine = TRUE //Only counts if the PA is actually assembled.
return 1
/obj/machinery/particle_accelerator/control_box/proc/check_part(turf/T, type)
var/obj/structure/particle_accelerator/PA = locate(/obj/structure/particle_accelerator) in T
if(istype(PA, type) && (PA.construction_state == PA_CONSTRUCTION_COMPLETE))
if(PA.connect_master(src))
connected_parts.Add(PA)
return 1
return 0
/obj/machinery/particle_accelerator/control_box/proc/toggle_power()
active = !active
investigate_log("turned [active?"<font color='green'>ON</font>":"<font color='red'>OFF</font>"] by [usr ? key_name(usr) : "outside forces"] at [AREACOORD(src)]", INVESTIGATE_SINGULO)
message_admins("PA Control Computer turned [active ?"ON":"OFF"] by [usr ? ADMIN_LOOKUPFLW(usr) : "outside forces"] in [ADMIN_VERBOSEJMP(src)]")
log_game("PA Control Computer turned [active ?"ON":"OFF"] by [usr ? "[key_name(usr)]" : "outside forces"] at [AREACOORD(src)]")
if(active)
use_power = ACTIVE_POWER_USE
for(var/CP in connected_parts)
var/obj/structure/particle_accelerator/part = CP
part.strength = strength
part.powered = 1
part.update_icon()
else
use_power = IDLE_POWER_USE
for(var/CP in connected_parts)
var/obj/structure/particle_accelerator/part = CP
part.strength = null
part.powered = 0
part.update_icon()
return 1
/obj/machinery/particle_accelerator/control_box/ui_interact(mob/user)
. = ..()
if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
if(!issilicon(user))
user.unset_machine()
user << browse(null, "window=pacontrol")
return
var/dat = ""
dat += "<A href='?src=[REF(src)];close=1'>Close</A><BR><BR>"
dat += "<h3>Status</h3>"
if(!assembled)
dat += "Unable to detect all parts!<BR>"
dat += "<A href='?src=[REF(src)];scan=1'>Run Scan</A><BR><BR>"
else
dat += "All parts in place.<BR><BR>"
dat += "Power:"
if(active)
dat += "On<BR>"
else
dat += "Off <BR>"
dat += "<A href='?src=[REF(src)];togglep=1'>Toggle Power</A><BR><BR>"
dat += "Particle Strength: [strength] "
dat += "<A href='?src=[REF(src)];strengthdown=1'>--</A>|<A href='?src=[REF(src)];strengthup=1'>++</A><BR><BR>"
var/datum/browser/popup = new(user, "pacontrol", name, 420, 300)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
/obj/machinery/particle_accelerator/control_box/examine(mob/user)
. = ..()
switch(construction_state)
if(PA_CONSTRUCTION_UNSECURED)
. += "Looks like it's not attached to the flooring."
if(PA_CONSTRUCTION_UNWIRED)
. += "It is missing some cables."
if(PA_CONSTRUCTION_PANEL_OPEN)
. += "The panel is open."
/obj/machinery/particle_accelerator/control_box/attackby(obj/item/W, mob/user, params)
var/did_something = FALSE
switch(construction_state)
if(PA_CONSTRUCTION_UNSECURED)
if(istype(W, /obj/item/wrench) && !isinspace())
W.play_tool_sound(src, 75)
anchored = TRUE
user.visible_message("[user.name] secures the [name] to the floor.", \
"You secure the external bolts.")
construction_state = PA_CONSTRUCTION_UNWIRED
did_something = TRUE
if(PA_CONSTRUCTION_UNWIRED)
if(istype(W, /obj/item/wrench))
W.play_tool_sound(src, 75)
anchored = FALSE
user.visible_message("[user.name] detaches the [name] from the floor.", \
"You remove the external bolts.")
construction_state = PA_CONSTRUCTION_UNSECURED
did_something = TRUE
else if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if(CC.use(1))
user.visible_message("[user.name] adds wires to the [name].", \
"You add some wires.")
construction_state = PA_CONSTRUCTION_PANEL_OPEN
did_something = TRUE
if(PA_CONSTRUCTION_PANEL_OPEN)
if(istype(W, /obj/item/wirecutters))//TODO:Shock user if its on?
user.visible_message("[user.name] removes some wires from the [name].", \
"You remove some wires.")
construction_state = PA_CONSTRUCTION_UNWIRED
did_something = TRUE
else if(istype(W, /obj/item/screwdriver))
user.visible_message("[user.name] closes the [name]'s access panel.", \
"You close the access panel.")
construction_state = PA_CONSTRUCTION_COMPLETE
did_something = TRUE
if(PA_CONSTRUCTION_COMPLETE)
if(istype(W, /obj/item/screwdriver))
user.visible_message("[user.name] opens the [name]'s access panel.", \
"You open the access panel.")
construction_state = PA_CONSTRUCTION_PANEL_OPEN
did_something = TRUE
if(did_something)
user.changeNext_move(CLICK_CD_MELEE)
update_state()
update_icon()
return
..()
/obj/machinery/particle_accelerator/control_box/blob_act(obj/structure/blob/B)
if(prob(50))
qdel(src)
#undef PA_CONSTRUCTION_UNSECURED
#undef PA_CONSTRUCTION_UNWIRED
#undef PA_CONSTRUCTION_PANEL_OPEN
#undef PA_CONSTRUCTION_COMPLETE
/obj/machinery/particle_accelerator/control_box
name = "Particle Accelerator Control Console"
desc = "This controls the density of the particles."
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "control_box"
anchored = FALSE
density = TRUE
use_power = NO_POWER_USE
idle_power_usage = 500
active_power_usage = 10000
dir = NORTH
var/strength_upper_limit = 2
var/interface_control = 1
var/list/obj/structure/particle_accelerator/connected_parts
var/assembled = 0
var/construction_state = PA_CONSTRUCTION_UNSECURED
var/active = 0
var/strength = 0
var/powered = 0
mouse_opacity = MOUSE_OPACITY_OPAQUE
/obj/machinery/particle_accelerator/control_box/Initialize()
. = ..()
wires = new /datum/wires/particle_accelerator/control_box(src)
connected_parts = list()
/obj/machinery/particle_accelerator/control_box/Destroy()
if(active)
toggle_power()
for(var/CP in connected_parts)
var/obj/structure/particle_accelerator/part = CP
part.master = null
connected_parts.Cut()
QDEL_NULL(wires)
return ..()
/obj/machinery/particle_accelerator/control_box/attack_hand(mob/user)
. = ..()
if(.)
return
if(construction_state == PA_CONSTRUCTION_COMPLETE)
interact(user)
else if(construction_state == PA_CONSTRUCTION_PANEL_OPEN)
wires.interact(user)
/obj/machinery/particle_accelerator/control_box/proc/update_state()
if(construction_state < PA_CONSTRUCTION_COMPLETE)
use_power = NO_POWER_USE
assembled = 0
active = 0
for(var/CP in connected_parts)
var/obj/structure/particle_accelerator/part = CP
part.strength = null
part.powered = 0
part.update_icon()
connected_parts.Cut()
return
if(!part_scan())
use_power = IDLE_POWER_USE
active = 0
connected_parts.Cut()
/obj/machinery/particle_accelerator/control_box/update_icon()
if(active)
icon_state = "control_boxp1"
else
if(use_power)
if(assembled)
icon_state = "control_boxp"
else
icon_state = "ucontrol_boxp"
else
switch(construction_state)
if(PA_CONSTRUCTION_UNSECURED, PA_CONSTRUCTION_UNWIRED)
icon_state = "control_box"
if(PA_CONSTRUCTION_PANEL_OPEN)
icon_state = "control_boxw"
else
icon_state = "control_boxc"
/obj/machinery/particle_accelerator/control_box/Topic(href, href_list)
if(..())
return
if(!interface_control)
to_chat(usr, "<span class='error'>ERROR: Request timed out. Check wire contacts.</span>")
return
if(href_list["close"])
usr << browse(null, "window=pacontrol")
usr.unset_machine()
return
if(href_list["togglep"])
if(!wires.is_cut(WIRE_POWER))
toggle_power()
else if(href_list["scan"])
part_scan()
else if(href_list["strengthup"])
if(!wires.is_cut(WIRE_STRENGTH))
add_strength()
else if(href_list["strengthdown"])
if(!wires.is_cut(WIRE_STRENGTH))
remove_strength()
updateDialog()
update_icon()
/obj/machinery/particle_accelerator/control_box/proc/strength_change()
for(var/CP in connected_parts)
var/obj/structure/particle_accelerator/part = CP
part.strength = strength
part.update_icon()
/obj/machinery/particle_accelerator/control_box/proc/add_strength(s)
if(assembled && (strength < strength_upper_limit))
strength++
strength_change()
message_admins("PA Control Computer increased to [strength] by [ADMIN_LOOKUPFLW(usr)] in [ADMIN_VERBOSEJMP(src)]")
log_game("PA Control Computer increased to [strength] by [key_name(usr)] in [AREACOORD(src)]")
investigate_log("increased to <font color='red'>[strength]</font> by [key_name(usr)] at [AREACOORD(src)]", INVESTIGATE_SINGULO)
/obj/machinery/particle_accelerator/control_box/proc/remove_strength(s)
if(assembled && (strength > 0))
strength--
strength_change()
message_admins("PA Control Computer decreased to [strength] by [ADMIN_LOOKUPFLW(usr)] in [ADMIN_VERBOSEJMP(src)]")
log_game("PA Control Computer decreased to [strength] by [key_name(usr)] in [AREACOORD(src)]")
investigate_log("decreased to <font color='green'>[strength]</font> by [key_name(usr)] at [AREACOORD(src)]", INVESTIGATE_SINGULO)
/obj/machinery/particle_accelerator/control_box/power_change()
..()
if(stat & NOPOWER)
active = 0
use_power = NO_POWER_USE
else if(!stat && construction_state == PA_CONSTRUCTION_COMPLETE)
use_power = IDLE_POWER_USE
/obj/machinery/particle_accelerator/control_box/process()
if(active)
//a part is missing!
if(connected_parts.len < 6)
investigate_log("lost a connected part; It <font color='red'>powered down</font>.", INVESTIGATE_SINGULO)
toggle_power()
update_icon()
return
//emit some particles
for(var/obj/structure/particle_accelerator/particle_emitter/PE in connected_parts)
PE.emit_particle(strength)
/obj/machinery/particle_accelerator/control_box/proc/part_scan()
var/ldir = turn(dir,-90)
var/rdir = turn(dir,90)
var/odir = turn(dir,180)
var/turf/T = loc
assembled = 0
critical_machine = FALSE
var/obj/structure/particle_accelerator/fuel_chamber/F = locate() in orange(1,src)
if(!F)
return 0
setDir(F.dir)
connected_parts.Cut()
T = get_step(T,rdir)
if(!check_part(T, /obj/structure/particle_accelerator/fuel_chamber))
return 0
T = get_step(T,odir)
if(!check_part(T, /obj/structure/particle_accelerator/end_cap))
return 0
T = get_step(T,dir)
T = get_step(T,dir)
if(!check_part(T, /obj/structure/particle_accelerator/power_box))
return 0
T = get_step(T,dir)
if(!check_part(T, /obj/structure/particle_accelerator/particle_emitter/center))
return 0
T = get_step(T,ldir)
if(!check_part(T, /obj/structure/particle_accelerator/particle_emitter/left))
return 0
T = get_step(T,rdir)
T = get_step(T,rdir)
if(!check_part(T, /obj/structure/particle_accelerator/particle_emitter/right))
return 0
assembled = 1
critical_machine = TRUE //Only counts if the PA is actually assembled.
return 1
/obj/machinery/particle_accelerator/control_box/proc/check_part(turf/T, type)
var/obj/structure/particle_accelerator/PA = locate(/obj/structure/particle_accelerator) in T
if(istype(PA, type) && (PA.construction_state == PA_CONSTRUCTION_COMPLETE))
if(PA.connect_master(src))
connected_parts.Add(PA)
return 1
return 0
/obj/machinery/particle_accelerator/control_box/proc/toggle_power()
active = !active
investigate_log("turned [active?"<font color='green'>ON</font>":"<font color='red'>OFF</font>"] by [usr ? key_name(usr) : "outside forces"] at [AREACOORD(src)]", INVESTIGATE_SINGULO)
message_admins("PA Control Computer turned [active ?"ON":"OFF"] by [usr ? ADMIN_LOOKUPFLW(usr) : "outside forces"] in [ADMIN_VERBOSEJMP(src)]")
log_game("PA Control Computer turned [active ?"ON":"OFF"] by [usr ? "[key_name(usr)]" : "outside forces"] at [AREACOORD(src)]")
if(active)
use_power = ACTIVE_POWER_USE
for(var/CP in connected_parts)
var/obj/structure/particle_accelerator/part = CP
part.strength = strength
part.powered = 1
part.update_icon()
else
use_power = IDLE_POWER_USE
for(var/CP in connected_parts)
var/obj/structure/particle_accelerator/part = CP
part.strength = null
part.powered = 0
part.update_icon()
return 1
/obj/machinery/particle_accelerator/control_box/ui_interact(mob/user)
. = ..()
if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
if(!issilicon(user))
user.unset_machine()
user << browse(null, "window=pacontrol")
return
var/dat = ""
dat += "<A href='?src=[REF(src)];close=1'>Close</A><BR><BR>"
dat += "<h3>Status</h3>"
if(!assembled)
dat += "Unable to detect all parts!<BR>"
dat += "<A href='?src=[REF(src)];scan=1'>Run Scan</A><BR><BR>"
else
dat += "All parts in place.<BR><BR>"
dat += "Power:"
if(active)
dat += "On<BR>"
else
dat += "Off <BR>"
dat += "<A href='?src=[REF(src)];togglep=1'>Toggle Power</A><BR><BR>"
dat += "Particle Strength: [strength] "
dat += "<A href='?src=[REF(src)];strengthdown=1'>--</A>|<A href='?src=[REF(src)];strengthup=1'>++</A><BR><BR>"
var/datum/browser/popup = new(user, "pacontrol", name, 420, 300)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
/obj/machinery/particle_accelerator/control_box/examine(mob/user)
. = ..()
switch(construction_state)
if(PA_CONSTRUCTION_UNSECURED)
. += "Looks like it's not attached to the flooring."
if(PA_CONSTRUCTION_UNWIRED)
. += "It is missing some cables."
if(PA_CONSTRUCTION_PANEL_OPEN)
. += "The panel is open."
/obj/machinery/particle_accelerator/control_box/attackby(obj/item/W, mob/user, params)
var/did_something = FALSE
switch(construction_state)
if(PA_CONSTRUCTION_UNSECURED)
if(istype(W, /obj/item/wrench) && !isinspace())
W.play_tool_sound(src, 75)
anchored = TRUE
user.visible_message("[user.name] secures the [name] to the floor.", \
"You secure the external bolts.")
construction_state = PA_CONSTRUCTION_UNWIRED
did_something = TRUE
if(PA_CONSTRUCTION_UNWIRED)
if(istype(W, /obj/item/wrench))
W.play_tool_sound(src, 75)
anchored = FALSE
user.visible_message("[user.name] detaches the [name] from the floor.", \
"You remove the external bolts.")
construction_state = PA_CONSTRUCTION_UNSECURED
did_something = TRUE
else if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if(CC.use(1))
user.visible_message("[user.name] adds wires to the [name].", \
"You add some wires.")
construction_state = PA_CONSTRUCTION_PANEL_OPEN
did_something = TRUE
if(PA_CONSTRUCTION_PANEL_OPEN)
if(istype(W, /obj/item/wirecutters))//TODO:Shock user if its on?
user.visible_message("[user.name] removes some wires from the [name].", \
"You remove some wires.")
construction_state = PA_CONSTRUCTION_UNWIRED
did_something = TRUE
else if(istype(W, /obj/item/screwdriver))
user.visible_message("[user.name] closes the [name]'s access panel.", \
"You close the access panel.")
construction_state = PA_CONSTRUCTION_COMPLETE
did_something = TRUE
if(PA_CONSTRUCTION_COMPLETE)
if(istype(W, /obj/item/screwdriver))
user.visible_message("[user.name] opens the [name]'s access panel.", \
"You open the access panel.")
construction_state = PA_CONSTRUCTION_PANEL_OPEN
did_something = TRUE
if(did_something)
user.changeNext_move(CLICK_CD_MELEE)
update_state()
update_icon()
return
..()
/obj/machinery/particle_accelerator/control_box/blob_act(obj/structure/blob/B)
if(prob(50))
qdel(src)
#undef PA_CONSTRUCTION_UNSECURED
#undef PA_CONSTRUCTION_UNWIRED
#undef PA_CONSTRUCTION_PANEL_OPEN
#undef PA_CONSTRUCTION_COMPLETE
+93 -93
View File
@@ -1,93 +1,93 @@
//Solar tracker
//Machine that tracks the sun and reports it's direction to the solar controllers
//As long as this is working, solar panels on same powernet will track automatically
/obj/machinery/power/tracker
name = "solar tracker"
desc = "A solar directional tracker."
icon = 'goon/icons/obj/power.dmi'
icon_state = "tracker"
density = TRUE
use_power = NO_POWER_USE
max_integrity = 250
integrity_failure = 50
var/id = 0
var/sun_angle = 0 // sun angle as set by sun datum
var/obj/machinery/power/solar_control/control = null
/obj/machinery/power/tracker/Initialize(mapload, obj/item/solar_assembly/S)
. = ..()
Make(S)
connect_to_network()
/obj/machinery/power/tracker/Destroy()
unset_control() //remove from control computer
return ..()
//set the control of the tracker to a given computer if closer than SOLAR_MAX_DIST
/obj/machinery/power/tracker/proc/set_control(obj/machinery/power/solar_control/SC)
if(!SC || (get_dist(src, SC) > SOLAR_MAX_DIST))
return 0
control = SC
SC.connected_tracker = src
return 1
//set the control of the tracker to null and removes it from the previous control computer if needed
/obj/machinery/power/tracker/proc/unset_control()
if(control)
control.connected_tracker = null
control = null
/obj/machinery/power/tracker/proc/Make(obj/item/solar_assembly/S)
if(!S)
S = new /obj/item/solar_assembly(src)
S.glass_type = /obj/item/stack/sheet/glass
S.tracker = 1
S.anchored = TRUE
S.forceMove(src)
update_icon()
//updates the tracker icon and the facing angle for the control computer
/obj/machinery/power/tracker/proc/set_angle(angle)
sun_angle = angle
//set icon dir to show sun illumination
setDir(turn(NORTH, -angle - 22.5) )// 22.5 deg bias ensures, e.g. 67.5-112.5 is EAST
if(powernet && (powernet == control.powernet)) //update if we're still in the same powernet
control.currentdir = angle
/obj/machinery/power/tracker/crowbar_act(mob/user, obj/item/I)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user.visible_message("[user] begins to take the glass off [src].", "<span class='notice'>You begin to take the glass off [src]...</span>")
if(I.use_tool(src, user, 50))
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
user.visible_message("[user] takes the glass off [src].", "<span class='notice'>You take the glass off [src].</span>")
deconstruct(TRUE)
return TRUE
/obj/machinery/power/tracker/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
playsound(loc, 'sound/effects/glassbr3.ogg', 100, 1)
stat |= BROKEN
unset_control()
/obj/machinery/power/solar/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(disassembled)
var/obj/item/solar_assembly/S = locate() in src
if(S)
S.forceMove(loc)
S.give_glass(stat & BROKEN)
else
playsound(src, "shatter", 70, 1)
new /obj/item/shard(src.loc)
new /obj/item/shard(src.loc)
qdel(src)
// Tracker Electronic
/obj/item/electronics/tracker
name = "tracker electronics"
//Solar tracker
//Machine that tracks the sun and reports it's direction to the solar controllers
//As long as this is working, solar panels on same powernet will track automatically
/obj/machinery/power/tracker
name = "solar tracker"
desc = "A solar directional tracker."
icon = 'goon/icons/obj/power.dmi'
icon_state = "tracker"
density = TRUE
use_power = NO_POWER_USE
max_integrity = 250
integrity_failure = 50
var/id = 0
var/sun_angle = 0 // sun angle as set by sun datum
var/obj/machinery/power/solar_control/control = null
/obj/machinery/power/tracker/Initialize(mapload, obj/item/solar_assembly/S)
. = ..()
Make(S)
connect_to_network()
/obj/machinery/power/tracker/Destroy()
unset_control() //remove from control computer
return ..()
//set the control of the tracker to a given computer if closer than SOLAR_MAX_DIST
/obj/machinery/power/tracker/proc/set_control(obj/machinery/power/solar_control/SC)
if(!SC || (get_dist(src, SC) > SOLAR_MAX_DIST))
return 0
control = SC
SC.connected_tracker = src
return 1
//set the control of the tracker to null and removes it from the previous control computer if needed
/obj/machinery/power/tracker/proc/unset_control()
if(control)
control.connected_tracker = null
control = null
/obj/machinery/power/tracker/proc/Make(obj/item/solar_assembly/S)
if(!S)
S = new /obj/item/solar_assembly(src)
S.glass_type = /obj/item/stack/sheet/glass
S.tracker = 1
S.anchored = TRUE
S.forceMove(src)
update_icon()
//updates the tracker icon and the facing angle for the control computer
/obj/machinery/power/tracker/proc/set_angle(angle)
sun_angle = angle
//set icon dir to show sun illumination
setDir(turn(NORTH, -angle - 22.5) )// 22.5 deg bias ensures, e.g. 67.5-112.5 is EAST
if(powernet && (powernet == control.powernet)) //update if we're still in the same powernet
control.currentdir = angle
/obj/machinery/power/tracker/crowbar_act(mob/user, obj/item/I)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user.visible_message("[user] begins to take the glass off [src].", "<span class='notice'>You begin to take the glass off [src]...</span>")
if(I.use_tool(src, user, 50))
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
user.visible_message("[user] takes the glass off [src].", "<span class='notice'>You take the glass off [src].</span>")
deconstruct(TRUE)
return TRUE
/obj/machinery/power/tracker/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
playsound(loc, 'sound/effects/glassbr3.ogg', 100, 1)
stat |= BROKEN
unset_control()
/obj/machinery/power/solar/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(disassembled)
var/obj/item/solar_assembly/S = locate() in src
if(S)
S.forceMove(loc)
S.give_glass(stat & BROKEN)
else
playsound(src, "shatter", 70, 1)
new /obj/item/shard(src.loc)
new /obj/item/shard(src.loc)
qdel(src)
// Tracker Electronic
/obj/item/electronics/tracker
name = "tracker electronics"