9eee3e5067
Works pretty well. If it can't GC something, it'll just del() it and be done. Speed is amazing, holy shit. New procs you should be aware of: qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable). atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d. new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary. Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set. ISSUES: Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things. Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day. qdel() equipment doesn't unequip the item. Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here. Bots don't GC, probably in the radio controller. Lots of other shit doesn't GC but it's hard to find them because of the pipe spam. I think I'm calling Destroy() twice by accident.
333 lines
9.6 KiB
Plaintext
333 lines
9.6 KiB
Plaintext
/obj/machinery/power/am_control_unit
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name = "antimatter control unit"
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desc = "This device injects antimatter into connected shielding units, the more antimatter injected the more power produced. Wrench the device to set it up."
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icon = 'icons/obj/machines/antimatter.dmi'
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icon_state = "control"
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anchored = 1
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density = 1
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use_power = 1
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idle_power_usage = 100
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active_power_usage = 1000
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var/list/obj/machinery/am_shielding/linked_shielding
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var/list/obj/machinery/am_shielding/linked_cores
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var/obj/item/weapon/am_containment/fueljar
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var/update_shield_icons = 0
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var/stability = 100
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var/exploding = 0
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var/active = 0//On or not
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var/fuel_injection = 2//How much fuel to inject
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var/shield_icon_delay = 0//delays resetting for a short time
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var/reported_core_efficiency = 0
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var/power_cycle = 0
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var/power_cycle_delay = 4//How many ticks till produce_power is called
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var/stored_core_stability = 0
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var/stored_core_stability_delay = 0
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var/stored_power = 0//Power to deploy per tick
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/obj/machinery/power/am_control_unit/New()
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..()
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linked_shielding = list()
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linked_cores = list()
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/obj/machinery/power/am_control_unit/Destroy()//Perhaps damage and run stability checks rather than just del on the others
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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qdel(AMS)
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..()
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/obj/machinery/power/am_control_unit/process()
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if(exploding)
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explosion(get_turf(src),8,12,18,12)
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if(src) qdel(src)
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if(update_shield_icons && !shield_icon_delay)
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check_shield_icons()
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update_shield_icons = 0
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if(stat & (NOPOWER|BROKEN) || !active)//can update the icons even without power
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return
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if(!fueljar)//No fuel but we are on, shutdown
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toggle_power()
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//Angry buzz or such here
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return
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add_avail(stored_power)
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power_cycle++
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if(power_cycle >= power_cycle_delay)
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produce_power()
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power_cycle = 0
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return
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/obj/machinery/power/am_control_unit/proc/produce_power()
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playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
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var/core_power = reported_core_efficiency//Effectively how much fuel we can safely deal with
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if(core_power <= 0) return 0//Something is wrong
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var/core_damage = 0
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var/fuel = fueljar.usefuel(fuel_injection)
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stored_power = (fuel/core_power)*fuel*200000
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//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
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if(fuel > (2*core_power))//More fuel has been put in than the current cores can deal with
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if(prob(50))core_damage = 1//Small chance of damage
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if((fuel-core_power) > 5) core_damage = 5//Now its really starting to overload the cores
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if((fuel-core_power) > 10) core_damage = 20//Welp now you did it, they wont stand much of this
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if(core_damage == 0) return
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for(var/obj/machinery/am_shielding/AMS in linked_cores)
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AMS.stability -= core_damage
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AMS.check_stability(1)
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playsound(src.loc, 'sound/effects/bang.ogg', 50, 1)
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return
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/obj/machinery/power/am_control_unit/emp_act(severity)
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switch(severity)
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if(1)
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if(active) toggle_power()
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stability -= rand(15,30)
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if(2)
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if(active) toggle_power()
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stability -= rand(10,20)
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..()
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return 0
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/obj/machinery/power/am_control_unit/blob_act()
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stability -= 20
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if(prob(100-stability))//Might infect the rest of the machine
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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AMS.blob_act()
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qdel(src)
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return
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check_stability()
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return
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/obj/machinery/power/am_control_unit/ex_act(severity)
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switch(severity)
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if(1.0)
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stability -= 60
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if(2.0)
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stability -= 40
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if(3.0)
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stability -= 20
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check_stability()
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return
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/obj/machinery/power/am_control_unit/bullet_act(var/obj/item/projectile/Proj)
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if(Proj.flag != "bullet")
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stability -= Proj.force
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return 0
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/obj/machinery/power/am_control_unit/power_change()
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..()
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if(stat & NOPOWER && active)
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toggle_power()
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return
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/obj/machinery/power/am_control_unit/update_icon()
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if(active) icon_state = "control_on"
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else icon_state = "control"
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//No other icons for it atm
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/obj/machinery/power/am_control_unit/attackby(obj/item/W, mob/user)
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if(!istype(W) || !user) return
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if(istype(W, /obj/item/weapon/wrench))
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if(!anchored)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] secures the [src.name] to the floor.", \
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"You secure the anchor bolts to the floor.", \
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"You hear a ratchet")
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src.anchored = 1
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connect_to_network()
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else if(!linked_shielding.len > 0)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] unsecures the [src.name].", \
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"You remove the anchor bolts.", \
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"You hear a ratchet")
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src.anchored = 0
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disconnect_from_network()
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else
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user << "\red Once bolted and linked to a shielding unit it the [src.name] is unable to be moved!"
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return
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if(istype(W, /obj/item/weapon/am_containment))
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if(fueljar)
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user << "\red There is already a [fueljar] inside!"
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return
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fueljar = W
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W.loc = src
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if(user.client)
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user.client.screen -= W
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user.unEquip(W)
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user.update_icons()
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user.visible_message("[user.name] loads an [W.name] into the [src.name].", \
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"You load an [W.name].", \
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"You hear a thunk.")
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return
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if(W.force >= 20)
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stability -= W.force/2
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check_stability()
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..()
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return
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/obj/machinery/power/am_control_unit/attack_hand(mob/user as mob)
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if(anchored)
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interact(user)
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return
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/obj/machinery/power/am_control_unit/proc/add_shielding(var/obj/machinery/am_shielding/AMS, var/AMS_linking = 0)
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if(!istype(AMS)) return 0
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if(!anchored) return 0
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if(!AMS_linking && !AMS.link_control(src)) return 0
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linked_shielding.Add(AMS)
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update_shield_icons = 1
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return 1
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/obj/machinery/power/am_control_unit/proc/remove_shielding(var/obj/machinery/am_shielding/AMS)
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if(!istype(AMS)) return 0
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linked_shielding.Remove(AMS)
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update_shield_icons = 2
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if(active) toggle_power()
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return 1
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/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
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if(stability <= 0)
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qdel(src)
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return
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/obj/machinery/power/am_control_unit/proc/toggle_power()
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active = !active
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if(active)
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use_power = 2
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visible_message("The [src.name] starts up.")
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else
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use_power = 1
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visible_message("The [src.name] shuts down.")
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update_icon()
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return
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/obj/machinery/power/am_control_unit/proc/check_shield_icons()//Forces icon_update for all shields
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if(shield_icon_delay) return
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shield_icon_delay = 1
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if(update_shield_icons == 2)//2 means to clear everything and rebuild
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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if(AMS.processing) AMS.shutdown_core()
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AMS.control_unit = null
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spawn(10)
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AMS.controllerscan()
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linked_shielding = list()
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else
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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AMS.update_icon()
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spawn(20)
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shield_icon_delay = 0
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return
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/obj/machinery/power/am_control_unit/proc/check_core_stability()
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if(stored_core_stability_delay || linked_cores.len <= 0) return
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stored_core_stability_delay = 1
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stored_core_stability = 0
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for(var/obj/machinery/am_shielding/AMS in linked_cores)
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stored_core_stability += AMS.stability
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stored_core_stability/=linked_cores.len
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spawn(40)
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stored_core_stability_delay = 0
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return
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/obj/machinery/power/am_control_unit/interact(mob/user)
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if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
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if(!istype(user, /mob/living/silicon/ai))
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user.unset_machine()
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user << browse(null, "window=AMcontrol")
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return
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user.set_machine(src)
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var/dat = ""
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dat += "AntiMatter Control Panel<BR>"
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dat += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
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dat += "<A href='?src=\ref[src];refresh=1'>Refresh</A><BR>"
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dat += "<A href='?src=\ref[src];refreshicons=1'>Force Shielding Update</A><BR><BR>"
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dat += "Status: [(active?"Injecting":"Standby")] <BR>"
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dat += "<A href='?src=\ref[src];togglestatus=1'>Toggle Status</A><BR>"
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dat += "Stability: [stability]%<BR>"
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dat += "Reactor parts: [linked_shielding.len]<BR>"//TODO: perhaps add some sort of stability check
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dat += "Cores: [linked_cores.len]<BR><BR>"
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dat += "-Current Efficiency: [reported_core_efficiency]<BR>"
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dat += "-Average Stability: [stored_core_stability] <A href='?src=\ref[src];refreshstability=1'>(update)</A><BR>"
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dat += "Last Produced: [stored_power]<BR>"
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dat += "Fuel: "
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if(!fueljar)
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dat += "<BR>No fuel receptacle detected."
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else
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dat += "<A href='?src=\ref[src];ejectjar=1'>Eject</A><BR>"
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dat += "- [fueljar.fuel]/[fueljar.fuel_max] Units<BR>"
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dat += "- Injecting: [fuel_injection] units<BR>"
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dat += "- <A href='?src=\ref[src];strengthdown=1'>--</A>|<A href='?src=\ref[src];strengthup=1'>++</A><BR><BR>"
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user << browse(dat, "window=AMcontrol;size=420x500")
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onclose(user, "AMcontrol")
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return
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/obj/machinery/power/am_control_unit/Topic(href, href_list)
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if(..())
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return
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if(href_list["close"])
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usr << browse(null, "window=AMcontrol")
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usr.unset_machine()
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return
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if(href_list["togglestatus"])
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toggle_power()
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if(href_list["refreshicons"])
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update_shield_icons = 1
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if(href_list["ejectjar"])
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if(fueljar)
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fueljar.loc = src.loc
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fueljar = null
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//fueljar.control_unit = null currently it does not care where it is
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//update_icon() when we have the icon for it
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if(href_list["strengthup"])
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fuel_injection++
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if(href_list["strengthdown"])
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fuel_injection--
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if(fuel_injection < 0) fuel_injection = 0
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if(href_list["refreshstability"])
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check_core_stability()
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updateDialog()
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return |