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kiwistation/code/modules/power/singularity/field_generator.dm
T
Cruix ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/*
field_generator power level display
The icon used for the field_generator need to have 'num_power_levels' number of icon states
named 'Field_Gen +p[num]' where 'num' ranges from 1 to 'num_power_levels'
The power level is displayed using overlays. The current displayed power level is stored in 'powerlevel'.
The overlay in use and the powerlevel variable must be kept in sync. A powerlevel equal to 0 means that
no power level overlay is currently in the overlays list.
-Aygar
*/
#define field_generator_max_power 250
#define FG_UNSECURED 0
#define FG_SECURED 1
#define FG_WELDED 2
#define FG_OFFLINE 0
#define FG_CHARGING 1
#define FG_ONLINE 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 = 0
density = 1
use_power = 0
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/New()
..()
fields = list()
connected_gens = list()
/obj/machinery/field/generator/process()
if(active == FG_ONLINE)
calc_power()
/obj/machinery/field/generator/attack_hand(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)
user << "<span class='warning'>You are unable to turn off the [name] once it is online!</span>"
return 1
else
user.visible_message("[user.name] turns on the [name].", \
"<span class='notice'>You turn on the [name].</span>", \
"<span class='italics'>You hear heavy droning.</span>")
turn_on()
investigate_log("<font color='green'>activated</font> by [user.key].","singulo")
add_fingerprint(user)
else
user << "<span class='warning'>The [src] needs to be firmly secured to the floor first!</span>"
/obj/machinery/field/generator/attackby(obj/item/W, mob/user, params)
if(active)
user << "<span class='warning'>The [src] needs to be off!</span>"
return
else if(istype(W, /obj/item/weapon/wrench))
switch(state)
if(FG_UNSECURED)
if(isinspace()) return
state = FG_SECURED
playsound(loc, 'sound/items/Ratchet.ogg', 75, 1)
user.visible_message("[user.name] secures [name] to the floor.", \
"<span class='notice'>You secure the external reinforcing bolts to the floor.</span>", \
"<span class='italics'>You hear ratchet.</span>")
anchored = 1
if(FG_SECURED)
state = FG_UNSECURED
playsound(loc, 'sound/items/Ratchet.ogg', 75, 1)
user.visible_message("[user.name] unsecures [name] reinforcing bolts from the floor.", \
"<span class='notice'>You undo the external reinforcing bolts.</span>", \
"<span class='italics'>You hear ratchet.</span>")
anchored = 0
if(FG_WELDED)
user << "<span class='warning'>The [name] needs to be unwelded from the floor!</span>"
else if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
switch(state)
if(FG_UNSECURED)
user << "<span class='warning'>The [name] needs to be wrenched to the floor!</span>"
if(FG_SECURED)
if (WT.remove_fuel(0,user))
playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to weld the [name] to the floor.", \
"<span class='notice'>You start to weld \the [src] to the floor...</span>", \
"<span class='italics'>You hear welding.</span>")
if (do_after(user,20/W.toolspeed, target = src))
if(!src || !WT.isOn()) return
state = FG_WELDED
user << "<span class='notice'>You weld the field generator to the floor.</span>"
if(FG_WELDED)
if (WT.remove_fuel(0,user))
playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to cut the [name] 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 (do_after(user,20/W.toolspeed, target = src))
if(!src || !WT.isOn()) return
state = FG_SECURED
user << "<span class='notice'>You cut \the [src] free from the floor.</span>"
else
return ..()
/obj/machinery/field/generator/emp_act()
return 0
/obj/machinery/field/generator/blob_act(obj/effect/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()
return 0
/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()
var/power_draw = 2 + fields.len
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>","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 = 0, 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/obj/machinery/field/containment()
CF.set_master(src,G)
CF.loc = T
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 world)
if(O.last_warning && temp)
if((world.time - O.last_warning) > 50) //to stop message-spam
temp = 0
message_admins("A singulo exists and a containment field has failed.",1)
investigate_log("has <font color='red'>failed</font> whilst a singulo exists.","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