b84d12d949
-Turns out there was already a Gaussian PRNG proc already, used by mechs and turrets. I've replaced it with my one as mine has almost half the cost. (currently broken! still waiting for fixes to be pulled!) -replaced between(min, val, max) with Clamp(val, min, max) -get_turf(thing) now uses var/list/locs to locate its turf, rather than iterating up through loc of its loc of its loc...etc -sign(num) moved to maths.dm -InRange(val, min, max) replaced with IsInRange(val, min, max) (they were identical) -Removed ismultitool() iswrench() iscoil() iswire() iswelder() iscrowbar() etc -removed modulus(num) as abs() performs the same task! *roll-eyes* -removed get_mob_with_client_list() as it is no longer needed (we have var/list/player_list now) -removed get_turf_or_move() as it simply called get_turf -removed get_turf_loc() as it was identical to get_turf() *Additions:* -The "Declare Ready" link in the lobby will automatically become "Join Game" if the round starts before you declare ready, so you don't have to click it twice
356 lines
9.9 KiB
Plaintext
356 lines
9.9 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/*
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field_generator power level display
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The icon used for the field_generator need to have 'num_power_levels' number of icon states
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named 'Field_Gen +p[num]' where 'num' ranges from 1 to 'num_power_levels'
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The power level is displayed using overlays. The current displayed power level is stored in 'powerlevel'.
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The overlay in use and the powerlevel variable must be kept in sync. A powerlevel equal to 0 means that
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no power level overlay is currently in the overlays list.
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-Aygar
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*/
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#define field_generator_max_power 250
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/obj/machinery/field_generator
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name = "Field Generator"
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desc = "A large thermal battery that projects a high amount of energy when powered."
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icon = 'icons/obj/machines/field_generator.dmi'
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icon_state = "Field_Gen"
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anchored = 0
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density = 1
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use_power = 0
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var/const/num_power_levels = 6 // Total number of power level icon has
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var/Varedit_start = 0
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var/Varpower = 0
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var/active = 0
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var/power = 20 // Current amount of power
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var/state = 0
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var/warming_up = 0
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var/list/obj/machinery/containment_field/fields
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var/list/obj/machinery/field_generator/connected_gens
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var/clean_up = 0
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/obj/machinery/field_generator/update_icon()
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overlays.Cut()
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if(!active)
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if(warming_up)
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overlays += "+a[warming_up]"
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if(fields.len)
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overlays += "+on"
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// Power level indicator
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// Scale % power to % num_power_levels and truncate value
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var/level = round(num_power_levels * power / field_generator_max_power)
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// Clamp between 0 and num_power_levels for out of range power values
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level = Clamp(level, 0, num_power_levels)
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if(level)
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overlays += "+p[level]"
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return
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/obj/machinery/field_generator/New()
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..()
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fields = list()
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connected_gens = list()
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return
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/obj/machinery/field_generator/process()
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if(Varedit_start == 1)
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if(active == 0)
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active = 1
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state = 2
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power = field_generator_max_power
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anchored = 1
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warming_up = 3
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start_fields()
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update_icon()
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Varedit_start = 0
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if(src.active == 2)
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calc_power()
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update_icon()
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return
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/obj/machinery/field_generator/attack_hand(mob/user as mob)
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if(state == 2)
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if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
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if(src.active >= 1)
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user << "You are unable to turn off the [src.name] once it is online."
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return 1
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else
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user.visible_message("[user.name] turns on the [src.name]", \
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"You turn on the [src.name].", \
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"You hear heavy droning")
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turn_on()
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investigate_log("<font color='green'>activated</font> by [user.key].","singulo")
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src.add_fingerprint(user)
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else
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user << "The [src] needs to be firmly secured to the floor first."
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return
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/obj/machinery/field_generator/attackby(obj/item/W, mob/user)
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if(active)
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user << "The [src] needs to be off."
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return
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else if(istype(W, /obj/item/weapon/wrench))
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switch(state)
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if(0)
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state = 1
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] secures [src.name] to the floor.", \
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"You secure the external reinforcing bolts to the floor.", \
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"You hear ratchet")
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src.anchored = 1
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if(1)
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state = 0
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
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"You undo the external reinforcing bolts.", \
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"You hear ratchet")
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src.anchored = 0
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if(2)
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user << "\red The [src.name] needs to be unwelded from the floor."
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return
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else if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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switch(state)
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if(0)
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user << "\red The [src.name] needs to be wrenched to the floor."
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return
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if(1)
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if (WT.remove_fuel(0,user))
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
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"You start to weld the [src] to the floor.", \
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"You hear welding")
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if (do_after(user,20))
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if(!src || !WT.isOn()) return
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state = 2
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user << "You weld the field generator to the floor."
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else
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return
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if(2)
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if (WT.remove_fuel(0,user))
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
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"You start to cut the [src] free from the floor.", \
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"You hear welding")
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if (do_after(user,20))
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if(!src || !WT.isOn()) return
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state = 1
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user << "You cut the [src] free from the floor."
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else
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return
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else
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..()
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return
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/obj/machinery/field_generator/emp_act()
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return 0
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/obj/machinery/field_generator/blob_act()
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if(active)
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return 0
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else
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..()
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/obj/machinery/containment_field/meteorhit()
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return 0
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/obj/machinery/field_generator/bullet_act(var/obj/item/projectile/Proj)
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if(Proj.flag != "bullet")
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power += Proj.damage
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update_icon()
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return 0
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/obj/machinery/field_generator/Del()
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src.cleanup()
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..()
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/obj/machinery/field_generator/proc/turn_off()
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active = 0
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spawn(1)
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src.cleanup()
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update_icon()
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/obj/machinery/field_generator/proc/turn_on()
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active = 1
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warming_up = 1
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spawn(1)
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while (warming_up<3 && active)
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sleep(50)
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warming_up++
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update_icon()
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if(warming_up >= 3)
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start_fields()
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update_icon()
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/obj/machinery/field_generator/proc/calc_power()
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if(Varpower)
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return 1
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update_icon()
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if(src.power > field_generator_max_power)
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src.power = field_generator_max_power
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var/power_draw = 2
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for (var/obj/machinery/containment_field/F in fields)
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if (isnull(F))
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continue
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power_draw++
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if(draw_power(round(power_draw/2,1)))
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return 1
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else
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for(var/mob/M in viewers(src))
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M.show_message("\red The [src.name] shuts down!")
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turn_off()
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investigate_log("ran out of power and <font color='red'>deactivated</font>","singulo")
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src.power = 0
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return 0
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//This could likely be better, it tends to start loopin if you have a complex generator loop setup. Still works well enough to run the engine fields will likely recode the field gens and fields sometime -Mport
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/obj/machinery/field_generator/proc/draw_power(var/draw = 0, var/failsafe = 0, var/obj/machinery/field_generator/G = null, var/obj/machinery/field_generator/last = null)
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if(Varpower)
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return 1
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if((G && G == src) || (failsafe >= 8))//Loopin, set fail
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return 0
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else
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failsafe++
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if(src.power >= draw)//We have enough power
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src.power -= draw
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return 1
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else//Need more power
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draw -= src.power
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src.power = 0
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for(var/obj/machinery/field_generator/FG in connected_gens)
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if(isnull(FG))
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continue
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if(FG == last)//We just asked you
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continue
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if(G)//Another gen is askin for power and we dont have it
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if(FG.draw_power(draw,failsafe,G,src))//Can you take the load
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return 1
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else
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return 0
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else//We are askin another for power
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if(FG.draw_power(draw,failsafe,src,src))
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return 1
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else
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return 0
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/obj/machinery/field_generator/proc/start_fields()
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if(!src.state == 2 || !anchored)
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turn_off()
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return
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spawn(1)
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setup_field(1)
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spawn(2)
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setup_field(2)
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spawn(3)
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setup_field(4)
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spawn(4)
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setup_field(8)
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src.active = 2
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/obj/machinery/field_generator/proc/setup_field(var/NSEW)
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var/turf/T = src.loc
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var/obj/machinery/field_generator/G
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var/steps = 0
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if(!NSEW)//Make sure its ran right
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return
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for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator
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T = get_step(T, NSEW)
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if(T.density)//We cant shoot a field though this
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return 0
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for(var/atom/A in T.contents)
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if(ismob(A))
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continue
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if(!istype(A,/obj/machinery/field_generator))
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if((istype(A,/obj/machinery/door)||istype(A,/obj/machinery/the_singularitygen))&&(A.density))
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return 0
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steps += 1
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G = locate(/obj/machinery/field_generator) in T
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if(!isnull(G))
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steps -= 1
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if(!G.active)
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return 0
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break
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if(isnull(G))
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return
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T = src.loc
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for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
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var/field_dir = get_dir(T,get_step(G.loc, NSEW))
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T = get_step(T, NSEW)
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if(!locate(/obj/machinery/containment_field) in T)
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var/obj/machinery/containment_field/CF = new/obj/machinery/containment_field()
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CF.set_master(src,G)
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fields += CF
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G.fields += CF
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CF.loc = T
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CF.dir = field_dir
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var/listcheck = 0
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for(var/obj/machinery/field_generator/FG in connected_gens)
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if (isnull(FG))
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continue
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if(FG == G)
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listcheck = 1
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break
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if(!listcheck)
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connected_gens.Add(G)
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listcheck = 0
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for(var/obj/machinery/field_generator/FG2 in G.connected_gens)
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if (isnull(FG2))
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continue
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if(FG2 == src)
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listcheck = 1
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break
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if(!listcheck)
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G.connected_gens.Add(src)
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/obj/machinery/field_generator/proc/cleanup()
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clean_up = 1
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for (var/obj/machinery/containment_field/F in fields)
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if (isnull(F))
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continue
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del(F)
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fields = list()
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for(var/obj/machinery/field_generator/FG in connected_gens)
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if (isnull(FG))
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continue
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FG.connected_gens.Remove(src)
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if(!FG.clean_up)//Makes the other gens clean up as well
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FG.cleanup()
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connected_gens.Remove(FG)
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connected_gens = list()
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clean_up = 0
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update_icon()
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//This is here to help fight the "hurr durr, release singulo cos nobody will notice before the
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//singulo eats the evidence". It's not fool-proof but better than nothing.
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//I want to avoid using global variables.
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spawn(1)
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var/temp = 1 //stops spam
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for(var/obj/machinery/singularity/O in world)
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if(O.last_warning && temp)
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if((world.time - O.last_warning) > 50) //to stop message-spam
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temp = 0
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message_admins("A singulo exists and a containment field has failed.",1)
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investigate_log("has <font color='red'>failed</font> whilst a singulo exists.","singulo")
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O.last_warning = world.time
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