Files
kiwistation/code/game/objects/items/devices/powersink.dm
T
Qustinnus a394ccdc2b Material datum chairs & tables and applies materials to all items (Now with less pain for mining & RnD) (#46525)
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)

this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.

also applies materials to everything, with fixes, which can close #46299
2019-10-08 11:06:02 -04:00

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// Powersink - used to drain station power
/obj/item/powersink
name = "power sink"
desc = "A nulling power sink which drains energy from electrical systems."
icon = 'icons/obj/device.dmi'
icon_state = "powersink0"
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
custom_materials = list(/datum/material/iron=750)
var/drain_rate = 2000000 // amount of power to drain per tick
var/power_drained = 0 // has drained this much power
var/max_power = 6e8 // maximum power that can be drained before exploding
var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
var/admins_warned = FALSE // stop spam, only warn the admins once that we are about to boom
var/const/DISCONNECTED = 0
var/const/CLAMPED_OFF = 1
var/const/OPERATING = 2
var/obj/structure/cable/attached // the attached cable
/obj/item/powersink/update_icon()
icon_state = "powersink[mode == OPERATING]"
/obj/item/powersink/proc/set_mode(value)
if(value == mode)
return
switch(value)
if(DISCONNECTED)
attached = null
if(mode == OPERATING)
STOP_PROCESSING(SSobj, src)
anchored = FALSE
density = FALSE
if(CLAMPED_OFF)
if(!attached)
return
if(mode == OPERATING)
STOP_PROCESSING(SSobj, src)
anchored = TRUE
density = TRUE
if(OPERATING)
if(!attached)
return
START_PROCESSING(SSobj, src)
anchored = TRUE
density = TRUE
mode = value
update_icon()
set_light(0)
/obj/item/powersink/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_WRENCH)
if(mode == DISCONNECTED)
var/turf/T = loc
if(isturf(T) && !T.intact)
attached = locate() in T
if(!attached)
to_chat(user, "<span class='warning'>\The [src] must be placed over an exposed, powered cable node!</span>")
else
set_mode(CLAMPED_OFF)
user.visible_message( \
"[user] attaches \the [src] to the cable.", \
"<span class='notice'>You bolt \the [src] into the floor and connect it to the cable.</span>",
"<span class='hear'>You hear some wires being connected to something.</span>")
else
to_chat(user, "<span class='warning'>\The [src] must be placed over an exposed, powered cable node!</span>")
else
set_mode(DISCONNECTED)
user.visible_message( \
"[user] detaches \the [src] from the cable.", \
"<span class='notice'>You unbolt \the [src] from the floor and detach it from the cable.</span>",
"<span class='hear'>You hear some wires being disconnected from something.</span>")
else if(I.tool_behaviour == TOOL_SCREWDRIVER)
user.visible_message( \
"[user] messes with \the [src] for a bit.", \
"<span class='notice'>You can't fit the screwdriver into \the [src]'s bolts! Try using a wrench.</span>")
else
return ..()
/obj/item/powersink/attack_paw()
return
/obj/item/powersink/attack_ai()
return
/obj/item/powersink/attack_hand(mob/user)
. = ..()
if(.)
return
switch(mode)
if(DISCONNECTED)
..()
if(CLAMPED_OFF)
user.visible_message( \
"[user] activates \the [src]!", \
"<span class='notice'>You activate \the [src].</span>",
"<span class='hear'>You hear a click.</span>")
message_admins("Power sink activated by [ADMIN_LOOKUPFLW(user)] at [ADMIN_VERBOSEJMP(src)]")
log_game("Power sink activated by [key_name(user)] at [AREACOORD(src)]")
set_mode(OPERATING)
if(OPERATING)
user.visible_message( \
"[user] deactivates \the [src]!", \
"<span class='notice'>You deactivate \the [src].</span>",
"<span class='hear'>You hear a click.</span>")
set_mode(CLAMPED_OFF)
/obj/item/powersink/process()
if(!attached)
set_mode(DISCONNECTED)
return
var/datum/powernet/PN = attached.powernet
if(PN)
set_light(5)
// found a powernet, so drain up to max power from it
var/drained = min ( drain_rate, attached.newavail() )
attached.add_delayedload(drained)
power_drained += drained
// if tried to drain more than available on powernet
// now look for APCs and drain their cells
if(drained < drain_rate)
for(var/obj/machinery/power/terminal/T in PN.nodes)
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = T.master
if(A.operating && A.cell)
A.cell.charge = max(0, A.cell.charge - 50)
power_drained += 50
if(A.charging == 2) // If the cell was full
A.charging = 1 // It's no longer full
if(drained >= drain_rate)
break
if(power_drained > max_power * 0.98)
if (!admins_warned)
admins_warned = TRUE
message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;[HrefToken()];adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) is 95% full. Explosion imminent.")
playsound(src, 'sound/effects/screech.ogg', 100, TRUE, TRUE)
if(power_drained >= max_power)
STOP_PROCESSING(SSobj, src)
explosion(src.loc, 4,8,16,32)
qdel(src)