mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-23 13:05:44 +01:00
Reorganizes shieldgen source code and icon files
This commit is contained in:
@@ -1,78 +0,0 @@
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////////////////////////////////////////
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// External Shield Generator
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/obj/item/weapon/circuitboard/shield_gen_ex
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name = "Circuit board (Hull shield generator)"
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board_type = "machine"
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build_path = "/obj/machinery/shield_gen/external"
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origin_tech = "bluespace=4;phorontech=3"
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frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Transmitter, 5 Pieces of cable, 1 Subspace Crystal, 1 Subspace Amplifier and 1 Console Screen."
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req_components = list(
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"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
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"/obj/item/weapon/stock_parts/subspace/transmitter" = 1,
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"/obj/item/weapon/stock_parts/subspace/crystal" = 1,
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"/obj/item/weapon/stock_parts/subspace/amplifier" = 1,
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"/obj/item/weapon/stock_parts/console_screen" = 1,
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"/obj/item/weapon/cable_coil" = 5)
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datum/design/shield_gen_ex
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name = "Circuit Design (Experimental hull shield generator)"
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desc = "Allows for the construction of circuit boards used to build an experimental hull shield generator."
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id = "shield_gen"
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req_tech = list("bluespace" = 4, "phorontech" = 3)
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build_type = IMPRINTER
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materials = list("$glass" = 2000, "sacid" = 20, "$phoron" = 10000, "$diamond" = 5000, "$gold" = 10000)
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build_path = "/obj/machinery/shield_gen/external"
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////////////////////////////////////////
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// Shield Generator
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/obj/item/weapon/circuitboard/shield_gen
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name = "Circuit board (Bubble shield generator)"
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board_type = "machine"
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build_path = "/obj/machinery/shield_gen/external"
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origin_tech = "bluespace=4;phorontech=3"
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frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Transmitter, 5 Pieces of cable, 1 Subspace Crystal, 1 Subspace Amplifier and 1 Console Screen."
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req_components = list(
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"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
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"/obj/item/weapon/stock_parts/subspace/transmitter" = 1,
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"/obj/item/weapon/stock_parts/subspace/crystal" = 1,
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"/obj/item/weapon/stock_parts/subspace/amplifier" = 1,
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"/obj/item/weapon/stock_parts/console_screen" = 1,
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"/obj/item/weapon/cable_coil" = 5)
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datum/design/shield_gen
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name = "Circuit Design (Bubble shield generator)"
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desc = "Allows for the construction of circuit boards used to build an experimental shield generator."
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id = "shield_gen"
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req_tech = list("bluespace" = 4, "phorontech" = 3)
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build_type = IMPRINTER
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materials = list("$glass" = 2000, "sacid" = 20, "$phoron" = 10000, "$diamond" = 5000, "$gold" = 10000)
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build_path = "/obj/machinery/shield_gen/external"
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////////////////////////////////////////
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// Shield Capacitor
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/obj/item/weapon/circuitboard/shield_cap
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name = "Circuit board (Shield capacitor)"
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board_type = "machine"
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build_path = "/obj/machinery/shield_capacitor"
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origin_tech = "magnets=3;powerstorage=4"
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frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Filter, 5 Pieces of cable, 1 Subspace Treatment disk, 1 Subspace Analyzer and 1 Console Screen."
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req_components = list(
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"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
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"/obj/item/weapon/stock_parts/subspace/filter" = 1,
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"/obj/item/weapon/stock_parts/subspace/treatment" = 1,
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"/obj/item/weapon/stock_parts/subspace/analyzer" = 1,
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"/obj/item/weapon/stock_parts/console_screen" = 1,
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"/obj/item/weapon/cable_coil" = 5)
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datum/design/shield_cap
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name = "Circuit Design (Shield capacitor)"
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desc = "Allows for the construction of circuit boards used to build an experimental shielding capacitor."
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id = "shield_cap"
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req_tech = list("magnets" = 3, "powerstorage" = 4)
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build_type = IMPRINTER
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materials = list("$glass" = 2000, "sacid" = 20, "$phoron" = 10000, "$diamond" = 5000, "$silver" = 10000)
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build_path = "/obj/machinery/shield_gen/external"
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@@ -1,61 +0,0 @@
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//---------- actual energy field
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/obj/effect/energy_field
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name = "energy field"
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desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
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icon = 'code/WorkInProgress/Cael_Aislinn/ShieldGen/shielding.dmi'
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icon_state = "shieldsparkles"
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anchored = 1
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layer = 4.1 //just above mobs
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density = 0
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invisibility = 101
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var/strength = 0
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var/ticks_recovering = 10
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/obj/effect/energy_field/ex_act(var/severity)
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Stress(0.5 + severity)
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/obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj)
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Stress(Proj.damage / 10)
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/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
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if(M)
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walk(M,0)
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Stress(2)
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/obj/effect/energy_field/proc/Stress(var/severity)
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strength -= severity
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//if we take too much damage, drop out - the generator will bring us back up if we have enough power
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ticks_recovering = min(ticks_recovering + 2, 10)
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if(strength < 1)
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invisibility = 101
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density = 0
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ticks_recovering = 10
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strength = 0
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else if(strength >= 1)
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invisibility = 0
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density = 1
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/obj/effect/energy_field/proc/Strengthen(var/severity)
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strength += severity
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if (strength < 0)
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strength = 0
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//if we take too much damage, drop out - the generator will bring us back up if we have enough power
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if(strength >= 1)
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invisibility = 0
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density = 1
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else if(strength < 1)
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invisibility = 101
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density = 0
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/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
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//Purpose: Determines if the object (or airflow) can pass this atom.
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//Called by: Movement, airflow.
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//Inputs: The moving atom (optional), target turf, "height" and air group
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//Outputs: Boolean if can pass.
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//return (!density || !height || air_group)
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return !density
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@@ -1,159 +0,0 @@
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//---------- shield capacitor
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//pulls energy out of a power net and charges an adjacent generator
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/obj/machinery/shield_capacitor
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name = "shield capacitor"
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desc = "Machine that charges a shield generator."
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icon = 'code/WorkInProgress/Cael_Aislinn/ShieldGen/shielding.dmi'
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icon_state = "capacitor"
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var/active = 0
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density = 1
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var/stored_charge = 0 //not to be confused with power cell charge, this is in Joules
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var/last_stored_charge = 0
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var/time_since_fail = 100
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var/max_charge = 8e6 //8 MJ
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var/max_charge_rate = 400000 //400 kW
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var/locked = 0
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use_power = 0 //doesn't use APC power
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var/charge_rate = 100000 //100 kW
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var/obj/machinery/shield_gen/owned_gen
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/obj/machinery/shield_capacitor/New()
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spawn(10)
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for(var/obj/machinery/shield_gen/possible_gen in range(1, src))
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if(get_dir(src, possible_gen) == src.dir)
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possible_gen.owned_capacitor = src
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break
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..()
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/obj/machinery/shield_capacitor/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/card/id))
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var/obj/item/weapon/card/id/C = W
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if(access_captain in C.access || access_security in C.access || access_engine in C.access)
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src.locked = !src.locked
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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updateDialog()
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else
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user << "\red Access denied."
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else if(istype(W, /obj/item/weapon/card/emag))
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if(prob(75))
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src.locked = !src.locked
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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updateDialog()
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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else if(istype(W, /obj/item/weapon/wrench))
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src.anchored = !src.anchored
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src.visible_message("\blue \icon[src] [src] has been [anchored ? "bolted to the floor" : "unbolted from the floor"] by [user].")
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if(anchored)
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spawn(0)
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for(var/obj/machinery/shield_gen/gen in range(1, src))
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if(get_dir(src, gen) == src.dir && !gen.owned_capacitor)
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owned_gen = gen
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owned_gen.owned_capacitor = src
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owned_gen.updateDialog()
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else
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if(owned_gen && owned_gen.owned_capacitor == src)
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owned_gen.owned_capacitor = null
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owned_gen = null
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else
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..()
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/obj/machinery/shield_capacitor/attack_paw(user as mob)
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return src.attack_hand(user)
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/obj/machinery/shield_capacitor/attack_ai(user as mob)
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return src.attack_hand(user)
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/obj/machinery/shield_capacitor/attack_hand(mob/user)
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if(stat & (BROKEN))
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return
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interact(user)
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/obj/machinery/shield_capacitor/interact(mob/user)
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if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN)) )
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if (!istype(user, /mob/living/silicon))
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user.unset_machine()
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user << browse(null, "window=shield_capacitor")
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return
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var/t = "<B>Shield Capacitor Control Console</B><br><br>"
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if(locked)
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t += "<i>Swipe your ID card to begin.</i>"
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else
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t += "This capacitor is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
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t += "Capacitor Status: [time_since_fail > 2 ? "<font color=green>OK.</font>" : "<font color=red>Discharging!</font>"]<br>"
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t += "Charge: [stored_charge] J ([100 * stored_charge/max_charge]%)<br>"
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t += "Charge Rate: \
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<a href='?src=\ref[src];charge_rate=-100000'>\[----\]</a> \
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<a href='?src=\ref[src];charge_rate=-10000'>\[---\]</a> \
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<a href='?src=\ref[src];charge_rate=-1000'>\[--\]</a> \
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<a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[charge_rate] W \
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<a href='?src=\ref[src];charge_rate=100'>\[+\]</a> \
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<a href='?src=\ref[src];charge_rate=1000'>\[++\]</a> \
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<a href='?src=\ref[src];charge_rate=10000'>\[+++\]</a> \
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<a href='?src=\ref[src];charge_rate=100000'>\[+++\]</a><br>"
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t += "<hr>"
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t += "<A href='?src=\ref[src]'>Refresh</A> "
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t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
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user << browse(t, "window=shield_capacitor;size=500x400")
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user.set_machine(src)
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/obj/machinery/shield_capacitor/process()
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if (!anchored)
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active = 0
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//see if we can connect to a power net.
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var/datum/powernet/PN
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var/turf/T = src.loc
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var/obj/structure/cable/C = T.get_cable_node()
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if (C)
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PN = C.powernet
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if (PN)
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var/power_draw = between(0, max_charge - stored_charge, charge_rate) //what we are trying to draw
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power_draw = PN.draw_power(power_draw) //what we actually get
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stored_charge += power_draw
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time_since_fail++
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if(stored_charge < last_stored_charge)
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time_since_fail = 0 //losing charge faster than we can draw from PN
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last_stored_charge = stored_charge
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/obj/machinery/shield_capacitor/Topic(href, href_list[])
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..()
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if( href_list["close"] )
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usr << browse(null, "window=shield_capacitor")
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usr.unset_machine()
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return
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if( href_list["toggle"] )
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if(!active && !anchored)
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usr << "\red The [src] needs to be firmly secured to the floor first."
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return
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active = !active
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if( href_list["charge_rate"] )
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charge_rate = between(10000, charge_rate + text2num(href_list["charge_rate"]), max_charge_rate)
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updateDialog()
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/obj/machinery/shield_capacitor/power_change()
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if(stat & BROKEN)
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icon_state = "broke"
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else
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..()
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/obj/machinery/shield_capacitor/verb/rotate()
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set name = "Rotate capacitor clockwise"
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set category = "Object"
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set src in oview(1)
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if (src.anchored)
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usr << "It is fastened to the floor!"
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return
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src.dir = turn(src.dir, 270)
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return
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@@ -1,259 +0,0 @@
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//renwicks: fictional unit to describe shield strength
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//a small meteor hit will deduct 1 renwick of strength from that shield tile
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//light explosion range will do 1 renwick's damage
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//medium explosion range will do 2 renwick's damage
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//heavy explosion range will do 3 renwick's damage
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//explosion damage is cumulative. if a tile is in range of light, medium and heavy damage, it will take a hit from all three
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/obj/machinery/shield_gen
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name = "bubble shield generator"
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desc = "Machine that generates an impenetrable field of energy when activated."
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icon = 'code/WorkInProgress/Cael_Aislinn/ShieldGen/shielding.dmi'
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icon_state = "generator0"
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var/active = 0
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var/field_radius = 3
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var/max_field_radius = 100
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var/list/field
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density = 1
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var/locked = 0
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var/average_field_strength = 0
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var/strengthen_rate = 0.2
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var/max_strengthen_rate = 0.5 //the maximum rate that the generator can increase the average field strength
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var/dissipation_rate = 0.030 //the percentage of the shield strength that needs to be replaced each second
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var/min_dissipation = 0.1 //will dissipate by at least this rate in renwicks per field tile (otherwise field would never dissipate completely as dissipation is a percentage)
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var/powered = 0
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var/check_powered = 1
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var/obj/machinery/shield_capacitor/owned_capacitor
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var/target_field_strength = 10
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var/max_field_strength = 10
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var/time_since_fail = 100
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var/energy_conversion_rate = 0.0002 //how many renwicks per watt?
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use_power = 0 //doesn't use APC power
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/obj/machinery/shield_gen/New()
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spawn(10)
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for(var/obj/machinery/shield_capacitor/possible_cap in range(1, src))
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if(get_dir(possible_cap, src) == possible_cap.dir)
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owned_capacitor = possible_cap
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break
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field = new/list()
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..()
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/obj/machinery/shield_gen/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/card/id))
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var/obj/item/weapon/card/id/C = W
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if(access_captain in C.access || access_security in C.access || access_engine in C.access)
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src.locked = !src.locked
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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updateDialog()
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else
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user << "\red Access denied."
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else if(istype(W, /obj/item/weapon/card/emag))
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if(prob(75))
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src.locked = !src.locked
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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updateDialog()
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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else if(istype(W, /obj/item/weapon/wrench))
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src.anchored = !src.anchored
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src.visible_message("\blue \icon[src] [src] has been [anchored?"bolted to the floor":"unbolted from the floor"] by [user].")
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if(active)
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toggle()
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if(anchored)
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spawn(0)
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for(var/obj/machinery/shield_capacitor/cap in range(1, src))
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if(cap.owned_gen)
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continue
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if(get_dir(cap, src) == cap.dir && src.anchored)
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owned_capacitor = cap
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owned_capacitor.owned_gen = src
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updateDialog()
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break
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else
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if(owned_capacitor && owned_capacitor.owned_gen == src)
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owned_capacitor.owned_gen = null
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owned_capacitor = null
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else
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..()
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/obj/machinery/shield_gen/attack_paw(user as mob)
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return src.attack_hand(user)
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/obj/machinery/shield_gen/attack_ai(user as mob)
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return src.attack_hand(user)
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/obj/machinery/shield_gen/attack_hand(mob/user)
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if(stat & (BROKEN))
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return
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interact(user)
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/obj/machinery/shield_gen/interact(mob/user)
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if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN)) )
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if (!istype(user, /mob/living/silicon))
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user.unset_machine()
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user << browse(null, "window=shield_generator")
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||||
return
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||||
var/t = "<B>Shield Generator Control Console</B><BR><br>"
|
||||
if(locked)
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||||
t += "<i>Swipe your ID card to begin.</i>"
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||||
else
|
||||
t += "[owned_capacitor ? "<font color=green>Charge capacitor connected.</font>" : "<font color=red>Unable to locate charge capacitor!</font>"]<br>"
|
||||
t += "This generator is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
|
||||
t += "Field Status: [time_since_fail > 2 ? "<font color=green>Stable</font>" : "<font color=red>Unstable</font>"]<br>"
|
||||
t += "Coverage Radius (restart required): \
|
||||
<a href='?src=\ref[src];change_radius=-50'>---</a> \
|
||||
<a href='?src=\ref[src];change_radius=-5'>--</a> \
|
||||
<a href='?src=\ref[src];change_radius=-1'>-</a> \
|
||||
[field_radius] m \
|
||||
<a href='?src=\ref[src];change_radius=1'>+</a> \
|
||||
<a href='?src=\ref[src];change_radius=5'>++</a> \
|
||||
<a href='?src=\ref[src];change_radius=50'>+++</a><br>"
|
||||
t += "Overall Field Strength: [round(average_field_strength, 0.01)] Renwick ([target_field_strength ? round(100 * average_field_strength / target_field_strength) : "NA"]%)<br>"
|
||||
t += "Upkeep Power: [round(field.len * max(average_field_strength * dissipation_rate, min_dissipation) / energy_conversion_rate)] W<br>"
|
||||
t += "Charge Rate: <a href='?src=\ref[src];strengthen_rate=-0.1'>--</a> \
|
||||
[strengthen_rate] Renwick/s \
|
||||
<a href='?src=\ref[src];strengthen_rate=0.1'>++</a><br>"
|
||||
t += "Shield Generation Power: [round(field.len * min(strengthen_rate, target_field_strength - average_field_strength) / energy_conversion_rate)] W<br>"
|
||||
t += "Maximum Field Strength: \
|
||||
<a href='?src=\ref[src];target_field_strength=-10'>\[min\]</a> \
|
||||
<a href='?src=\ref[src];target_field_strength=-5'>--</a> \
|
||||
<a href='?src=\ref[src];target_field_strength=-1'>-</a> \
|
||||
[target_field_strength] Renwick \
|
||||
<a href='?src=\ref[src];target_field_strength=1'>+</a> \
|
||||
<a href='?src=\ref[src];target_field_strength=5'>++</a> \
|
||||
<a href='?src=\ref[src];target_field_strength=10'>\[max\]</a><br>"
|
||||
t += "<hr>"
|
||||
t += "<A href='?src=\ref[src]'>Refresh</A> "
|
||||
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
user << browse(t, "window=shield_generator;size=500x400")
|
||||
user.set_machine(src)
|
||||
|
||||
/obj/machinery/shield_gen/process()
|
||||
if (!anchored && active)
|
||||
toggle()
|
||||
|
||||
average_field_strength = max(average_field_strength, 0)
|
||||
|
||||
if(field.len)
|
||||
time_since_fail++
|
||||
var/total_renwick_increase = 0 //the amount of renwicks that the generator can add this tick, over the entire field
|
||||
var/renwick_upkeep_per_field = max(average_field_strength * dissipation_rate, min_dissipation)
|
||||
|
||||
//figure out how much energy we need to draw from the capacitor
|
||||
if(active && owned_capacitor && owned_capacitor.active)
|
||||
var/target_renwick_increase = min(target_field_strength - average_field_strength, strengthen_rate) + renwick_upkeep_per_field //per field tile
|
||||
|
||||
var/required_energy = field.len * target_renwick_increase / energy_conversion_rate
|
||||
var/assumed_charge = min(owned_capacitor.stored_charge, required_energy)
|
||||
total_renwick_increase = assumed_charge * energy_conversion_rate
|
||||
owned_capacitor.stored_charge -= assumed_charge
|
||||
else
|
||||
renwick_upkeep_per_field = max(renwick_upkeep_per_field, 0.5)
|
||||
|
||||
var/renwick_increase_per_field = total_renwick_increase/field.len //per field tile
|
||||
|
||||
average_field_strength = 0 //recalculate the average field strength
|
||||
for(var/obj/effect/energy_field/E in field)
|
||||
var/amount_to_strengthen = renwick_increase_per_field - renwick_upkeep_per_field
|
||||
if(E.ticks_recovering > 0 && amount_to_strengthen > 0)
|
||||
E.Strengthen( min(amount_to_strengthen / 10, 0.1) )
|
||||
E.ticks_recovering -= 1
|
||||
else
|
||||
E.Strengthen(amount_to_strengthen)
|
||||
|
||||
average_field_strength += E.strength
|
||||
|
||||
average_field_strength /= field.len
|
||||
if(average_field_strength < 1)
|
||||
time_since_fail = 0
|
||||
else
|
||||
average_field_strength = 0
|
||||
|
||||
/obj/machinery/shield_gen/Topic(href, href_list[])
|
||||
..()
|
||||
if( href_list["close"] )
|
||||
usr << browse(null, "window=shield_generator")
|
||||
usr.unset_machine()
|
||||
return
|
||||
else if( href_list["toggle"] )
|
||||
if (!active && !anchored)
|
||||
usr << "\red The [src] needs to be firmly secured to the floor first."
|
||||
return
|
||||
toggle()
|
||||
else if( href_list["change_radius"] )
|
||||
field_radius = between(0, field_radius + text2num(href_list["change_radius"]), max_field_radius)
|
||||
else if( href_list["strengthen_rate"] )
|
||||
strengthen_rate = between(0, strengthen_rate + text2num(href_list["strengthen_rate"]), max_strengthen_rate)
|
||||
else if( href_list["target_field_strength"] )
|
||||
target_field_strength = between(1, target_field_strength + text2num(href_list["target_field_strength"]), max_field_strength)
|
||||
|
||||
updateDialog()
|
||||
|
||||
/obj/machinery/shield_gen/ex_act(var/severity)
|
||||
|
||||
if(active)
|
||||
toggle()
|
||||
return ..()
|
||||
|
||||
/obj/machinery/shield_gen/proc/toggle()
|
||||
set background = 1
|
||||
active = !active
|
||||
update_icon()
|
||||
if(active)
|
||||
var/list/covered_turfs = get_shielded_turfs()
|
||||
var/turf/T = get_turf(src)
|
||||
if(T in covered_turfs)
|
||||
covered_turfs.Remove(T)
|
||||
for(var/turf/O in covered_turfs)
|
||||
var/obj/effect/energy_field/E = new(O)
|
||||
field.Add(E)
|
||||
del covered_turfs
|
||||
|
||||
for(var/mob/M in view(5,src))
|
||||
M << "\icon[src] You hear heavy droning start up."
|
||||
else
|
||||
for(var/obj/effect/energy_field/D in field)
|
||||
field.Remove(D)
|
||||
D.loc = null
|
||||
|
||||
for(var/mob/M in view(5,src))
|
||||
M << "\icon[src] You hear heavy droning fade out."
|
||||
|
||||
/obj/machinery/shield_gen/update_icon()
|
||||
if(stat & BROKEN)
|
||||
icon_state = "broke"
|
||||
else
|
||||
if (src.active)
|
||||
icon_state = "generator1"
|
||||
else
|
||||
icon_state = "generator0"
|
||||
|
||||
//TODO MAKE THIS MULTIZ COMPATIBLE
|
||||
//grab the border tiles in a circle around this machine
|
||||
/obj/machinery/shield_gen/proc/get_shielded_turfs()
|
||||
var/list/out = list()
|
||||
|
||||
var/turf/gen_turf = get_turf(src)
|
||||
if (!gen_turf)
|
||||
return
|
||||
|
||||
var/turf/T
|
||||
for (var/x_offset = -field_radius; x_offset <= field_radius; x_offset++)
|
||||
T = locate(gen_turf.x + x_offset, gen_turf.y - field_radius, gen_turf.z)
|
||||
if (T) out += T
|
||||
|
||||
T = locate(gen_turf.x + x_offset, gen_turf.y + field_radius, gen_turf.z)
|
||||
if (T) out += T
|
||||
|
||||
for (var/y_offset = -field_radius+1; y_offset < field_radius; y_offset++)
|
||||
T = locate(gen_turf.x - field_radius, gen_turf.y + y_offset, gen_turf.z)
|
||||
if (T) out += T
|
||||
|
||||
T = locate(gen_turf.x + field_radius, gen_turf.y + y_offset, gen_turf.z)
|
||||
if (T) out += T
|
||||
|
||||
return out
|
||||
@@ -1,27 +0,0 @@
|
||||
//---------- external shield generator
|
||||
//generates an energy field that loops around any built up area in space (is useless inside) halts movement and airflow, is blocked by walls, windows, airlocks etc
|
||||
|
||||
/obj/machinery/shield_gen/external
|
||||
name = "hull shield generator"
|
||||
|
||||
/obj/machinery/shield_gen/external/New()
|
||||
..()
|
||||
|
||||
//NOT MULTIZ COMPATIBLE
|
||||
//Search for space turfs within range that are adjacent to a simulated turf.
|
||||
/obj/machinery/shield_gen/external/get_shielded_turfs()
|
||||
var/list/out = list()
|
||||
|
||||
var/turf/gen_turf = get_turf(src)
|
||||
if (!gen_turf)
|
||||
return
|
||||
|
||||
var/turf/T
|
||||
for (var/x_offset = -field_radius; x_offset <= field_radius; x_offset++)
|
||||
for (var/y_offset = -field_radius; y_offset <= field_radius; y_offset++)
|
||||
T = locate(gen_turf.x + x_offset, gen_turf.y + y_offset, gen_turf.z)
|
||||
if (istype(T, /turf/space))
|
||||
//check neighbors of T
|
||||
if (locate(/turf/simulated/) in orange(1, T))
|
||||
out += T
|
||||
return out
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 2.4 KiB |
Reference in New Issue
Block a user