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the doomed to fail PR
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Gboster-0 committed Sep 23, 2023
1 parent 0df75c4 commit 44a285d
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40 changes: 40 additions & 0 deletions monkestation/code/modules/antimatter/code/containment_jar.dm
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/obj/item/am_containment
name = "antimatter containment jar"
desc = "Holds antimatter."
icon = 'monkestation/code/modules/antimatter/icons/antimatter.dmi'
icon_state = "jar"
density = FALSE
anchored = FALSE
force = 8
throwforce = 10
throw_speed = 1
throw_range = 2

var/fuel = 10000
var/fuel_max = 10000//Lets try this for now
var/stability = 100//TODO: add all the stability things to this so its not very safe if you keep hitting in on things


/obj/item/am_containment/ex_act(severity, target)
switch(severity)
if(1)
explosion(get_turf(src), 1, 2, 3, 5)//Should likely be larger but this works fine for now I guess
if(src)
qdel(src)
if(2)
if(prob((fuel/10)-stability))
explosion(get_turf(src), 1, 2, 3, 5)
if(src)
qdel(src)
return
stability -= 40
if(3)
stability -= 20
//check_stability()
return

/obj/item/am_containment/proc/usefuel(wanted)
if(fuel < wanted)
wanted = fuel
fuel -= wanted
return wanted
358 changes: 358 additions & 0 deletions monkestation/code/modules/antimatter/code/control.dm
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/obj/machinery/power/am_control_unit
name = "antimatter control unit"
desc = "This device injects antimatter into connected shielding units, the more antimatter injected the more power produced. Wrench the device to set it up."
icon = 'monkestation/code/modules/antimatter/icons/antimatter.dmi'
icon_state = "control"
anchored = FALSE
density = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 100
active_power_usage = 1000

interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT | INTERACT_ATOM_REQUIRES_ANCHORED

var/list/obj/machinery/am_shielding/linked_shielding
var/list/obj/machinery/am_shielding/linked_cores
var/obj/item/am_containment/fueljar
var/update_shield_icons = 0
var/stability = 100
var/exploding = 0

var/active = 0//On or not
var/fuel_injection = 2//How much fuel to inject
var/shield_icon_delay = 0//delays resetting for a short time
var/reported_core_efficiency = 0

var/power_cycle = 0
var/power_cycle_delay = 4//How many ticks till produce_power is called
var/stored_core_stability = 0
var/stored_core_stability_delay = 0

var/stored_power = 0//Power to deploy per tick


/obj/machinery/power/am_control_unit/Initialize()
. = ..()
linked_shielding = list()
linked_cores = list()


/obj/machinery/power/am_control_unit/Destroy()//Perhaps damage and run stability checks rather than just del on the others
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
AMS.control_unit = null
qdel(AMS)
QDEL_NULL(fueljar)
return ..()


/obj/machinery/power/am_control_unit/process()
if(exploding)
explosion(get_turf(src),8,12,18,12)
if(src)
qdel(src)

if(update_shield_icons && !shield_icon_delay)
check_shield_icons()
update_shield_icons = 0

if(machine_stat & (NOPOWER|BROKEN) || !active)//can update the icons even without power
return

if(!fueljar)//No fuel but we are on, shutdown
toggle_power()
playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 0)
return

add_avail(stored_power)

power_cycle++
if(power_cycle >= power_cycle_delay)
produce_power()
power_cycle = 0

return


/obj/machinery/power/am_control_unit/proc/produce_power()
playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
var/core_power = reported_core_efficiency//Effectively how much fuel we can safely deal with
if(core_power <= 0)
return 0//Something is wrong
var/core_damage = 0
var/fuel = fueljar.usefuel(fuel_injection)

stored_power = (fuel/core_power)*fuel*200000
//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
if(fuel > (2*core_power))//More fuel has been put in than the current cores can deal with
if(prob(50))
core_damage = 1//Small chance of damage
if((fuel-core_power) > 5)
core_damage = 5//Now its really starting to overload the cores
if((fuel-core_power) > 10)
core_damage = 20//Welp now you did it, they wont stand much of this
if(core_damage == 0)
return
for(var/obj/machinery/am_shielding/AMS in linked_cores)
AMS.stability -= core_damage
AMS.check_stability(1)
playsound(src.loc, 'sound/effects/bang.ogg', 50, 1)
return


/obj/machinery/power/am_control_unit/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
switch(severity)
if(1)
if(active)
toggle_power()
stability -= rand(15,30)
if(2)
if(active)
toggle_power()
stability -= rand(10,20)

/obj/machinery/power/am_control_unit/blob_act()
stability -= 20
if(prob(100-stability))//Might infect the rest of the machine
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
AMS.blob_act()
qdel(src)
return
check_stability()
return


/obj/machinery/power/am_control_unit/ex_act(severity, target)
stability -= (80 - (severity * 20))
check_stability()
return


/obj/machinery/power/am_control_unit/bullet_act(obj/projectile/P)
. = ..()
if(P.armor_flag != BULLET)
stability -= P.force
check_stability()


/obj/machinery/power/am_control_unit/power_change()
..()
if(machine_stat & NOPOWER)
if(active)
toggle_power(1)
else
use_power = NO_POWER_USE

else if(!machine_stat && anchored)
use_power = IDLE_POWER_USE

return


/obj/machinery/power/am_control_unit/update_icon()
if(active)
icon_state = "control_on"
else icon_state = "control"
return ..()
//No other icons for it atm


/obj/machinery/power/am_control_unit/attackby(obj/item/W, mob/user, params)
if(W.tool_behaviour == TOOL_WRENCH)
if(!anchored)
W.play_tool_sound(src, 75)
user.visible_message("[user.name] secures the [src.name] to the floor.", \
"<span class='notice'>You secure the anchor bolts to the floor.</span>", \
"<span class='italics'>You hear a ratchet.</span>")
src.anchored = TRUE
connect_to_network()
else if(!linked_shielding.len > 0)
W.play_tool_sound(src, 75)
user.visible_message("[user.name] unsecures the [src.name].", \
"<span class='notice'>You remove the anchor bolts.</span>", \
"<span class='italics'>You hear a ratchet.</span>")
src.anchored = FALSE
disconnect_from_network()
else
to_chat(user, "<span class='warning'>Once bolted and linked to a shielding unit it the [src.name] is unable to be moved!</span>")

else if(istype(W, /obj/item/am_containment))
if(fueljar)
to_chat(user, "<span class='warning'>There is already a [fueljar] inside!</span>")
return

if(!user.transferItemToLoc(W, src))
return
fueljar = W
user.visible_message("[user.name] loads an [W.name] into the [src.name].", \
"<span class='notice'>You load an [W.name].</span>", \
"<span class='italics'>You hear a thunk.</span>")
else
return ..()


/obj/machinery/power/am_control_unit/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
switch(damage_type)
if(BRUTE)
if(sound_effect)
if(damage)
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
if(sound_effect)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
else
return
if(damage >= 20)
stability -= damage/2
check_stability()

/obj/machinery/power/am_control_unit/proc/add_shielding(obj/machinery/am_shielding/AMS, AMS_linking = 0)
if(!istype(AMS))
return 0
if(!anchored)
return 0
if(!AMS_linking && !AMS.link_control(src))
return 0
linked_shielding.Add(AMS)
update_shield_icons = 1
return 1


/obj/machinery/power/am_control_unit/proc/remove_shielding(obj/machinery/am_shielding/AMS)
if(!istype(AMS))
return 0
linked_shielding.Remove(AMS)
update_shield_icons = 2
if(active)
toggle_power()
return 1


/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
if(stability <= 0)
qdel(src)
return


/obj/machinery/power/am_control_unit/proc/toggle_power(powerfail = 0)
active = !active
if(active)
use_power = ACTIVE_POWER_USE
visible_message("The [src.name] starts up.")
else
use_power = !powerfail
visible_message("The [src.name] shuts down.")
update_icon()
return


/obj/machinery/power/am_control_unit/proc/check_shield_icons()//Forces icon_update for all shields
if(shield_icon_delay)
return
shield_icon_delay = 1
if(update_shield_icons == 2)//2 means to clear everything and rebuild
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
if(AMS.processing)
AMS.shutdown_core()
AMS.control_unit = null
addtimer(CALLBACK(AMS, /obj/machinery/am_shielding.proc/controllerscan), 10)
linked_shielding = list()
else
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
AMS.update_icon()
addtimer(CALLBACK(src, .proc/reset_shield_icon_delay), 20)

/obj/machinery/power/am_control_unit/proc/reset_shield_icon_delay()
shield_icon_delay = 0

/obj/machinery/power/am_control_unit/proc/check_core_stability()
if(stored_core_stability_delay || linked_cores.len <= 0)
return
stored_core_stability_delay = 1
stored_core_stability = 0
for(var/obj/machinery/am_shielding/AMS in linked_cores)
stored_core_stability += AMS.stability
stored_core_stability/=linked_cores.len
addtimer(CALLBACK(src, .proc/reset_stored_core_stability_delay), 40)

/obj/machinery/power/am_control_unit/proc/reset_stored_core_stability_delay()
stored_core_stability_delay = 0

/obj/machinery/power/am_control_unit/ui_interact(mob/user)
. = ..()
if((get_dist(src, user) > 1) || (machine_stat & (BROKEN|NOPOWER)))
if(!isAI(user))
user.unset_machine()
user << browse(null, "window=AMcontrol")
return

var/dat = ""
dat += "AntiMatter Control Panel<BR>"
dat += "<A href='?src=[REF(src)];close=1'>Close</A><BR>"
dat += "<A href='?src=[REF(src)];refresh=1'>Refresh</A><BR>"
dat += "<A href='?src=[REF(src)];refreshicons=1'>Force Shielding Update</A><BR><BR>"
dat += "Status: [(active?"Injecting":"Standby")] <BR>"
dat += "<A href='?src=[REF(src)];togglestatus=1'>Toggle Status</A><BR>"

dat += "Stability: [stability]%<BR>"
dat += "Reactor parts: [linked_shielding.len]<BR>"//TODO: perhaps add some sort of stability check
dat += "Cores: [linked_cores.len]<BR><BR>"
dat += "-Current Efficiency: [reported_core_efficiency]<BR>"
dat += "-Average Stability: [stored_core_stability] <A href='?src=[REF(src)];refreshstability=1'>(update)</A><BR>"
dat += "Last Produced: [display_power(stored_power)]<BR>"

dat += "Fuel: "
if(!fueljar)
dat += "<BR>No fuel receptacle detected."
else
dat += "<A href='?src=[REF(src)];ejectjar=1'>Eject</A><BR>"
dat += "- [fueljar.fuel]/[fueljar.fuel_max] Units<BR>"

dat += "- Injecting: [fuel_injection] units<BR>"
dat += "- <A href='?src=[REF(src)];strengthdown=1'>--</A>|<A href='?src=[REF(src)];strengthup=1'>++</A><BR><BR>"


user << browse(dat, "window=AMcontrol;size=420x500")
onclose(user, "AMcontrol")
return


/obj/machinery/power/am_control_unit/Topic(href, href_list)
if(..())
return

if(href_list["close"])
usr << browse(null, "window=AMcontrol")
usr.unset_machine()
return

if(href_list["togglestatus"])
toggle_power()

if(href_list["refreshicons"])
update_shield_icons = 1

if(href_list["ejectjar"])
if(fueljar)
fueljar.forceMove(drop_location())
fueljar = null
//fueljar.control_unit = null currently it does not care where it is
//update_icon() when we have the icon for it

if(href_list["strengthup"])
fuel_injection++

if(href_list["strengthdown"])
fuel_injection--
if(fuel_injection < 0)
fuel_injection = 0

if(href_list["refreshstability"])
check_core_stability()

updateDialog()
return
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