mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-20 20:37:34 +01:00
f8c325666c
Fixes https://github.com/Aurorastation/Aurora.3/issues/21682 Fixes https://github.com/Aurorastation/Aurora.3/issues/21719 changes: - bugfix: "Fixes shield diffusers no longer diffusing targeted shield segments (used for mass driver ejection paths)." - bugfix: "Moves air alarm hidden behind D3 starboard central hallway shutters to visible free spot on opposite wall." - rscadd: "Adds tintable window control to the Horizon's exam room." - rscadd: "Adds tintable window controls for both the interior and exterior windows of the Horizon's recovery room." - rscadd: "Adds an additional light to a particularly dark corner of the Horizon's d2 hard storage room."
146 lines
4.6 KiB
Plaintext
146 lines
4.6 KiB
Plaintext
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//---------- actual energy field
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/obj/effect/energy_field
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name = "energy shield"
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desc = "A strong field of energy, capable of blocking anything as long as it's active."
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icon = 'icons/obj/machinery/shielding.dmi'
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icon_state = "shield_normal"
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alpha = 0
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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anchored = 1
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layer = ABOVE_HUMAN_LAYER
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density = 0
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/// A ref holding the /datum/energy_field that this field object belongs to.
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var/datum/energy_field/energy_field
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/// The damage suffered by the field.
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var/damage = 0
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var/ticks_recovering = 10
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/// If strength goes is 1 or above, this is set to TRUE, this is to prevent flickering and animate being called constantly
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var/is_strong = FALSE
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atmos_canpass = CANPASS_ALWAYS
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/obj/effect/energy_field/Initialize(mapload, datum/energy_field/mother_field)
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. = ..()
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if(istype(mother_field))
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energy_field = mother_field
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else
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log_debug("Energy field generated without mother field, deleting.")
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qdel_self()
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RegisterSignal(mother_field, COMSIG_SHIELDS_UPDATE_STRENGTH_STATUS, PROC_REF(update_strength))
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update_nearby_tiles()
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/obj/effect/energy_field/Destroy()
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if(istype(energy_field))
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energy_field.field -= src
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energy_field = null
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update_nearby_tiles()
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return ..()
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/obj/effect/energy_field/proc/diffuse(var/duration)
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energy_field.remove_individual_field(src)
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/obj/effect/energy_field/attackby(obj/item/attacking_item, mob/user)
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user.do_attack_animation(src, attacking_item)
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if(attacking_item.force < 10)
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user.visible_message(SPAN_WARNING("[user] harmlessly attacks \the [src] with \the [attacking_item]."),
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SPAN_WARNING("You attack \the [src] with \the [attacking_item], but it bounces off without doing any damage."))
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else
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user.visible_message(SPAN_WARNING("[user] attacks \the [src] with \the [attacking_item]."),
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SPAN_WARNING("You attack \the [src] with \the [attacking_item]."))
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damage_field(attacking_item.force / 10)
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/obj/effect/energy_field/attack_hand(mob/living/carbon/human/H)
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if(istype(H))
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if(H.species.can_shred(H))
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H.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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H.do_attack_animation(src, FIST_ATTACK_ANIMATION)
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H.visible_message(SPAN_WARNING("[H] shreds \the [src]!"), SPAN_WARNING("You shred \the [src]!"))
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damage_field(1)
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return
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to_chat(H, SPAN_WARNING("You touch \the [src], and it repulses your hand."))
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/obj/effect/energy_field/ex_act(var/severity)
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damage_field(0.5 + severity)
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/obj/effect/energy_field/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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. = ..()
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if(. != BULLET_ACT_HIT)
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return .
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damage_field(hitting_projectile.get_structure_damage() / 10)
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/obj/effect/energy_field/proc/damage_field(var/severity)
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if(!severity)
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return
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damage += severity
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if(!(datum_flags & DF_ISPROCESSING))
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// Start processing ONLY when we're damaged. Through processing, we're going to slowly climb back up to field strength.
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START_PROCESSING(SSprocessing, src)
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var/shield_health = get_health()
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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(shield_health < 1 && is_strong)
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density_check(FALSE)
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is_strong = FALSE
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ticks_recovering = 10
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else if(shield_health >= 1 && !is_strong)
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density_check(TRUE)
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is_strong = TRUE
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/obj/effect/energy_field/process(seconds_per_tick)
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if(!damage) // No need to process anymore.
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update_strength()
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return PROCESS_KILL
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if(ticks_recovering)
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ticks_recovering--
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else
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damage = max(damage - energy_field.strengthen_rate, 0)
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/obj/effect/energy_field/proc/density_check(var/turn_on)
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if(turn_on)
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alpha = 0
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density = TRUE
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mouse_opacity = MOUSE_OPACITY_ICON
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animate(src, 2 SECONDS, alpha = 255)
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else
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alpha = 255
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density = FALSE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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animate(src, 2 SECONDS, alpha = 0)
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/obj/effect/energy_field/proc/update_strength()
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SIGNAL_HANDLER
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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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var/old_density = density
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var/shield_health = get_health()
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if(shield_health >= 1 && !is_strong)
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is_strong = TRUE
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density_check(TRUE)
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else if(shield_health < 1 && is_strong)
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is_strong = FALSE
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density_check(FALSE)
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if (density != old_density)
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update_nearby_tiles()
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/**
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* Easy helper proc to return the shield's current health.
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*/
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/obj/effect/energy_field/proc/get_health()
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return max(energy_field.field_strength - damage, 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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if(mover?.movement_type & PHASING)
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return TRUE
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return (!density || air_group)
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/obj/effect/energy_field/afterShuttleMove(obj/effect/shuttle_landmark/destination)
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qdel_self()
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