//renwicks: fictional unit to describe shield strength //a small meteor hit will deduct 1 renwick of strength from that shield tile //light explosion range will do 1 renwick's damage //medium explosion range will do 2 renwick's damage //heavy explosion range will do 3 renwick's damage //explosion damage is cumulative. if a tile is in range of light, medium and heavy damage, it will take a hit from all three /obj/machinery/shield_gen name = "bubble shield generator" desc = "Machine that generates an impenetrable field of energy when activated." icon = 'icons/obj/machinery/shielding.dmi' icon_state = "generator0" var/active = FALSE var/field_radius = 3 var/max_field_radius = 100 var/list/field density = TRUE var/locked = FALSE var/average_field_strength = 0 var/strengthen_rate = 0.2 var/max_strengthen_rate = 0.5 //the maximum rate that the generator can increase the average field strength var/dissipation_rate = 0.030 //the percentage of the shield strength that needs to be replaced each second var/min_dissipation = 0.01 //will dissipate by at least this rate in renwicks per field tile (otherwise field would never dissipate completely as dissipation is a percentage) var/powered = FALSE var/check_powered = TRUE var/obj/machinery/shield_capacitor/owned_capacitor var/target_field_strength = 10 var/max_field_strength = 10 var/time_since_fail = 100 var/energy_conversion_rate = 0.0002 //how many renwicks per watt? use_power = POWER_USE_OFF //doesn't use APC power var/multiz = TRUE var/multi_unlocked = TRUE req_one_access = list(access_captain, access_security, access_engine) /obj/machinery/shield_gen/Initialize() for(var/obj/machinery/shield_capacitor/possible_cap in range(1, src)) if(get_dir(possible_cap, src) == possible_cap.dir) owned_capacitor = possible_cap break field = list() . = ..() /obj/machinery/shield_gen/Destroy() for(var/obj/effect/energy_field/D as anything in field) field.Remove(D) D.loc = null return ..() /obj/machinery/shield_gen/emag_act(var/remaining_charges, var/mob/user) if(prob(75)) locked = !locked to_chat(user, "Controls are now [locked ? "locked." : "unlocked."]") . = TRUE updateDialog() spark(src, 5, alldirs) /obj/machinery/shield_gen/attackby(obj/item/W, mob/user) if(istype(W, /obj/item/card/id)) if(allowed(user)) locked = !locked to_chat(user, "Controls are now [locked ? "locked." : "unlocked."]") updateDialog() else to_chat(user, SPAN_ALERT("Access denied.")) else if(W.iswrench()) anchored = !anchored visible_message(SPAN_NOTICE("\The [src] has been [anchored ? "bolted to the floor":"unbolted from the floor"] by \the [user].")) if(active) toggle() if(anchored) for(var/obj/machinery/shield_capacitor/cap in range(1, src)) if(cap.owned_gen) continue if(get_dir(cap, src) == cap.dir && cap.anchored) owned_capacitor = cap owned_capacitor.owned_gen = src updateDialog() break else if(owned_capacitor && owned_capacitor.owned_gen == src) owned_capacitor.owned_gen = null owned_capacitor = null else ..() /obj/machinery/shield_gen/attack_ai(mob/user) if(!ai_can_interact(user)) return return attack_hand(user) /obj/machinery/shield_gen/attack_hand(mob/user) if(stat & BROKEN) return interact(user) /obj/machinery/shield_gen/interact(mob/user) if(locked) to_chat(user, SPAN_WARNING("The device is locked. Swipe your ID to unlock it.")) return if(!anchored) to_chat(user, SPAN_WARNING("The device needs to be bolted to the ground first.")) return else if(owned_capacitor) if(!(owned_capacitor in range(1, src) && get_dir(owned_capacitor, src) == owned_capacitor.dir && owned_capacitor.anchored)) if(owned_capacitor.owned_gen == src) owned_capacitor.owned_gen = null owned_capacitor = null if(!owned_capacitor) for(var/obj/machinery/shield_capacitor/cap in range(1, src)) if(cap.owned_gen) continue if(get_dir(cap, src) == cap.dir && cap.anchored) owned_capacitor = cap owned_capacitor.owned_gen = src updateDialog() break return ui_interact(user) /obj/machinery/shield_gen/process() if(active) if(!anchored) toggle() if(stat & BROKEN) toggle() return PROCESS_KILL 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?.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 assumed_charge = max(assumed_charge, 0) 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 as anything in field) if(!E) field -= E continue 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/ex_act(var/severity) if(active) toggle() return ..() /obj/machinery/shield_gen/proc/toggle() active = !active update_icon() if(active) var/list/covered_turfs = get_shielded_turfs() var/turf/T = get_turf(src) for(var/turf/O as anything in covered_turfs - T) var/obj/effect/energy_field/E = new(O) field.Add(E) covered_turfs = null for(var/mob/M as anything in hearers(5,src)) to_chat(M, "[icon2html(src, M)] You hear heavy droning start up.") else for(var/obj/effect/energy_field/D as anything in field) field.Remove(D) D.loc = null for(var/mob/M as anything in hearers(5,src)) to_chat(M, "[icon2html(src, M)] You hear heavy droning fade out.") /obj/machinery/shield_gen/update_icon() if(stat & BROKEN) icon_state = "broke" else if (active) icon_state = "generator1" else icon_state = "generator0" //grab the border tiles in a square around this machine /obj/machinery/shield_gen/proc/get_shielded_turfs() var/turf/T = get_turf(src) . = list() if(field_radius > 0 && T) var/connected_levels = list(T.z) if(multiz) for(var/turf/connected_z_turf as anything in (getzabove(src) + getzbelow(src))) connected_levels += connected_z_turf.z . += block(\ locate(T.x - field_radius, T.y + field_radius, min(connected_levels)),\ locate(T.x + field_radius - 1, T.y + field_radius, max(connected_levels))\ ) . += block(\ locate(T.x + field_radius, T.y - field_radius, min(connected_levels)),\ locate(T.x - field_radius + 1, T.y - field_radius, max(connected_levels))\ ) . += block(\ locate(T.x - field_radius, T.y + field_radius - 1, min(connected_levels)),\ locate(T.x - field_radius, T.y - field_radius, max(connected_levels))\ ) . += block(\ locate(T.x + field_radius, T.y + field_radius, min(connected_levels)),\ locate(T.x + field_radius, T.y - field_radius + 1, max(connected_levels))\ ) /obj/machinery/shield_gen/ui_interact(mob/user, var/datum/tgui/ui) ui = SStgui.try_update_ui(user, src, ui) if(!ui) ui = new(user, src, "ShieldGenerator", "Shield Generator", 480, 400) ui.open() /obj/machinery/shield_gen/ui_data(mob/user) var/list/data = list() data["owned_capacitor"] = !!owned_capacitor data["active"] = active data["time_since_fail"] = time_since_fail data["multi_unlocked"] = multi_unlocked data["multiz"] = multiz data["field_radius"] = field_radius data["min_field_radius"] = 1 data["max_field_radius"] = max_field_radius data["average_field"] = round(average_field_strength, 0.01) data["progress_field"] = (target_field_strength ? round(100 * average_field_strength / target_field_strength, 0.1) : "NA") data["power_take"] = round(field.len * max(average_field_strength * dissipation_rate, min_dissipation) / energy_conversion_rate) data["shield_power"] = round(field.len * min(strengthen_rate, target_field_strength - average_field_strength) / energy_conversion_rate) data["strengthen_rate"] = (strengthen_rate * 10) data["max_strengthen_rate"] = (max_strengthen_rate * 10) data["target_field_strength"] = target_field_strength return data /obj/machinery/shield_gen/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state) . = ..() if(.) return switch(action) if("toggle") toggle() if("multiz") multiz = !multiz if ("size_set") field_radius = between(1, text2num(params["size_set"]), max_field_radius) if ("charge_set") strengthen_rate = (between(1, text2num(params["charge_set"]), (max_strengthen_rate * 10)) / 10) if ("field_set") target_field_strength = between(1, text2num(params["field_set"]), 10) add_fingerprint(usr) /obj/machinery/shield_gen/proc/getzabove(var/turf/location) var/connected = list() var/turf/above = GetAbove(location) if(above) connected += above var/connected_levels = getzabove(above) for(var/turf/z as anything in connected_levels) connected += z return connected /obj/machinery/shield_gen/proc/getzbelow(var/turf/location) var/connected = list() var/turf/below = GetBelow(location) if(below) connected += below var/connected_levels = getzbelow(below) for(var/turf/z as anything in connected_levels) connected += z return connected