Files
kiwistation/code/modules/power/singularity/field_generator.dm
T
Tad Hardesty c1794bb402 Fix many instances of "the the"
All uses of "the [src]" have been fixed, as well as other bad string
interpolation directly adjacent to such uses.

In addition to its message, the circumstances under which the tracking
implant locator fails have been updated to use the correct define,
malfunctioning on CentCom rather than on the station.
2017-10-11 21:55:44 -07:00

344 lines
10 KiB
Plaintext

/*
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_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 = FALSE
density = TRUE
use_power = NO_POWER_USE
max_integrity = 500
//100% immune to lasers and energy projectiles since it absorbs their energy.
armor = list(melee = 25, bullet = 10, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70)
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/Initialize()
. = ..()
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)
to_chat(user, "<span class='warning'>You are unable to turn off [src] once it is online!</span>")
return 1
else
user.visible_message("[user] turns on [src].", \
"<span class='notice'>You turn on [src].</span>", \
"<span class='italics'>You hear heavy droning.</span>")
turn_on()
investigate_log("<font color='green'>activated</font> by [user.key].", INVESTIGATE_SINGULO)
add_fingerprint(user)
else
to_chat(user, "<span class='warning'>[src] needs to be firmly secured to the floor first!</span>")
/obj/machinery/field/generator/can_be_unfasten_wrench(mob/user, silent)
if(state == FG_WELDED)
if(!silent)
to_chat(user, "<span class='warning'>[src] is welded to the floor!</span>")
return FAILED_UNFASTEN
return ..()
/obj/machinery/field/generator/default_unfasten_wrench(mob/user, obj/item/wrench/W, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(anchored)
state = FG_SECURED
else
state = FG_UNSECURED
/obj/machinery/field/generator/attackby(obj/item/W, mob/user, params)
if(active)
to_chat(user, "<span class='warning'>[src] needs to be off!</span>")
return
else if(istype(W, /obj/item/wrench))
default_unfasten_wrench(user, W, 0)
else if(istype(W, /obj/item/weldingtool))
var/obj/item/weldingtool/WT = W
switch(state)
if(FG_UNSECURED)
to_chat(user, "<span class='warning'>[src] needs to be wrenched to the floor!</span>")
if(FG_SECURED)
if (WT.remove_fuel(0,user))
playsound(loc, WT.usesound, 50, 1)
user.visible_message("[user] starts to weld [src] 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) && state == FG_SECURED && WT.isOn())
state = FG_WELDED
to_chat(user, "<span class='notice'>You weld the field generator to the floor.</span>")
if(FG_WELDED)
if (WT.remove_fuel(0,user))
playsound(loc, WT.usesound, 50, 1)
user.visible_message("[user] starts to cut [src] 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) && state == FG_WELDED && WT.isOn())
state = FG_SECURED
to_chat(user, "<span class='notice'>You cut \the [src] free from the floor.</span>")
else
return ..()
/obj/machinery/field/generator/attack_animal(mob/living/simple_animal/M)
if(M.environment_smash & ENVIRONMENT_SMASH_RWALLS && active == FG_OFFLINE && state != FG_UNSECURED)
state = FG_UNSECURED
anchored = FALSE
M.visible_message("<span class='warning'>[M] rips [src] free from its moorings!</span>")
else
..()
if(!anchored)
step(src, get_dir(M, src))
/obj/machinery/field/generator/emp_act()
return 0
/obj/machinery/field/generator/blob_act(obj/structure/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()
..()
/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(set_power_draw)
var/power_draw = 2 + fields.len
if(set_power_draw)
power_draw = set_power_draw
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>", INVESTIGATE_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 = FALSE, 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 GLOB.singularities)
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.", INVESTIGATE_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