ff3f84ab81
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism. I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default. Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
161 lines
4.7 KiB
Plaintext
161 lines
4.7 KiB
Plaintext
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GLOBAL_LIST_EMPTY(rad_collectors)
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/obj/machinery/power/rad_collector
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name = "Radiation Collector Array"
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desc = "A device which uses Hawking Radiation and plasma to produce power."
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icon = 'icons/obj/singularity.dmi'
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icon_state = "ca"
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anchored = 0
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density = 1
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req_access = list(GLOB.access_engine_equip)
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// use_power = 0
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obj_integrity = 350
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max_integrity = 350
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integrity_failure = 80
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var/obj/item/weapon/tank/internals/plasma/loaded_tank = null
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var/last_power = 0
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var/active = 0
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var/locked = 0
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var/drainratio = 1
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/obj/machinery/power/rad_collector/New()
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..()
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GLOB.rad_collectors += src
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/obj/machinery/power/rad_collector/Destroy()
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GLOB.rad_collectors -= src
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return ..()
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/obj/machinery/power/rad_collector/process()
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if(loaded_tank)
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if(!loaded_tank.air_contents.gases["plasma"])
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investigate_log("<font color='red'>out of fuel</font>.","singulo")
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eject()
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else
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loaded_tank.air_contents.gases["plasma"][MOLES] -= 0.001*drainratio
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loaded_tank.air_contents.garbage_collect()
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return
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/obj/machinery/power/rad_collector/attack_hand(mob/user)
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if(..())
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return
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if(anchored)
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if(!src.locked)
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toggle_power()
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user.visible_message("[user.name] turns the [src.name] [active? "on":"off"].", \
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"<span class='notice'>You turn the [src.name] [active? "on":"off"].</span>")
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var/fuel = loaded_tank.air_contents.gases["plasma"]
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fuel = fuel ? fuel[MOLES] : 0
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investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [user.key]. [loaded_tank?"Fuel: [round(fuel/0.29)]%":"<font color='red'>It is empty</font>"].","singulo")
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return
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else
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to_chat(user, "<span class='warning'>The controls are locked!</span>")
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return
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..()
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/obj/machinery/power/rad_collector/can_be_unfasten_wrench(mob/user, silent)
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if(loaded_tank)
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if(!silent)
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to_chat(user, "<span class='warning'>Remove the plasma tank first!</span>")
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return FAILED_UNFASTEN
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return ..()
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/obj/machinery/power/rad_collector/default_unfasten_wrench(mob/user, obj/item/weapon/wrench/W, time = 20)
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. = ..()
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if(. == SUCCESSFUL_UNFASTEN)
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if(anchored)
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connect_to_network()
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else
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disconnect_from_network()
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/obj/machinery/power/rad_collector/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/device/multitool))
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to_chat(user, "<span class='notice'>The [W.name] detects that [last_power]W were recently produced.</span>")
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return 1
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else if(istype(W, /obj/item/device/analyzer) && loaded_tank)
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atmosanalyzer_scan(loaded_tank.air_contents, user)
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else if(istype(W, /obj/item/weapon/tank/internals/plasma))
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if(!anchored)
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to_chat(user, "<span class='warning'>The [src] needs to be secured to the floor first!</span>")
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return 1
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if(loaded_tank)
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to_chat(user, "<span class='warning'>There's already a plasma tank loaded!</span>")
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return 1
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if(!user.drop_item())
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return 1
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loaded_tank = W
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W.forceMove(src)
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update_icons()
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else if(istype(W, /obj/item/weapon/crowbar))
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if(loaded_tank && !locked)
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eject()
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return 1
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else if(istype(W, /obj/item/weapon/wrench))
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default_unfasten_wrench(user, W, 0)
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return 1
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else if(W.GetID())
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if(allowed(user))
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if(active)
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locked = !locked
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to_chat(user, "<span class='notice'>You [locked ? "lock" : "unlock"] the controls.</span>")
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else
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to_chat(user, "<span class='warning'>The controls can only be locked when \the [src] is active!</span>")
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else
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to_chat(user, "<span class='danger'>Access denied.</span>")
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return 1
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else
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return ..()
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/obj/machinery/power/rad_collector/obj_break(damage_flag)
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if(!(stat & BROKEN) && !(flags & NODECONSTRUCT))
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eject()
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stat |= BROKEN
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/obj/machinery/power/rad_collector/proc/eject()
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locked = 0
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var/obj/item/weapon/tank/internals/plasma/Z = src.loaded_tank
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if (!Z)
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return
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Z.loc = get_turf(src)
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Z.layer = initial(Z.layer)
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Z.plane = initial(Z.plane)
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src.loaded_tank = null
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if(active)
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toggle_power()
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else
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update_icons()
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/obj/machinery/power/rad_collector/proc/receive_pulse(pulse_strength)
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if(loaded_tank && active)
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var/power_produced = loaded_tank.air_contents.gases["plasma"] ? loaded_tank.air_contents.gases["plasma"][MOLES] : 0
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power_produced *= pulse_strength*10
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add_avail(power_produced)
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last_power = power_produced
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return
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return
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/obj/machinery/power/rad_collector/proc/update_icons()
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cut_overlays()
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if(loaded_tank)
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add_overlay("ptank")
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if(stat & (NOPOWER|BROKEN))
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return
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if(active)
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add_overlay("on")
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/obj/machinery/power/rad_collector/proc/toggle_power()
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active = !active
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if(active)
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icon_state = "ca_on"
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flick("ca_active", src)
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else
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icon_state = "ca"
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flick("ca_deactive", src)
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update_icons()
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return
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