Files
Aurora.3/code/modules/shieldgen/shield_gen.dm
Matt Atlas 31956c7eb0 Rock the UI Away - Removes VueUI and adds TGUI (#16509)
* tgui the beginning

* binaries and the like

* Bring in the last of it

* Example radio UI

* delete example

* NTOS Main Menu, start on manifest, tgui states

* tasks.json

* gunnery ui pt 1

* okay

* fix everything

* scss update

* oops

* manifest gigablast

* downloader part 1

* download prt 2

* NTOSDownloader final

* mfw committing to_worlds

* gunnery console pt2

* i cooked

* targeting (finished)

* one vueui down

* voting ui almost done

* MY MIND FEELS LIKE AN ARCH ENEMYYYY

* voting ui down

* photocopier

* ntos config + download fixes

* photocopier 2

* refactor define

* NTOS client manager + fixes

* fax machine final (it also uses toner now)

* marching forwards... left behind...

* ntnrc part 1

* canister

* add quotes

* portable pumps pt1 + more backgrounds

* oops

* finish the portable pump

* freezers

so I'll keep on pushing forward... you haven't seen the last of me... oooooooh...

* doors ui pt1

* finish doors UI (forgive me wildkins it's a bit of shitcode)

* vitals monitor, make things use labeled lists, new backgrounds

* mais j'envoyé aucun mayday...

* maglock pt1

* pour ça je me suis perdu...

* infrared

* fix that

* prox sensor pt1

* prox sensor

* signaler (this was actually pretty hard)

* atmos control pt1

* atmos control pt1.1

* atmos pt 2

* fuel injector

* multitool UI

* jammer

* list viewer

* APC

* portgen

* targeting console updates + SMES ui

* new themes, shield generator

* supermatter

* Add ore detector and (shitty) NTNet Relay

* orderterminal pt1

* orderterminal pt2

* smartfridge

* Add (air-)tank GUI update ore detector size

* Adds Transfer Valves

* Add AtmoScrubber

* analyzer pt1

* weapons analyzer pt2

* bodyscanner pt1

* bodyscanner pt2

* fix this shitcode

* seed storage

* appearance changer

* appearance changer final

* sleeper pt1

* sleeper

* gps

* vehicles

* chem dispenser

* lily request

* holopad

* tgui modules pt1

* ppanel

* damage menu

* fixes

* im here too now

* follow menu, search bars

* quikpay

* quikpay fixes

* circuit printer

* ppanel

* ppanel updates

* pai

* turret controls (i want to kill myself)

* tweak

* remove the boardgame

* guntracker

* implant tracker

* penal mechs

come close to me, come close to me

* chem codex

* pai radio

* doorjack

* pai directives

* signaler removal, sensors

* ghost spawner

* spawnpoint

* fixes

* teleporter

* one more to the chopping block

* account database

* remove divider

* scanner, atmos

* latejoin ui pt1

* latejoin

* records pt1

* RECORDS UI DONE

* delete interpreter & records

* CHAT FUCKING CLIENT

* data updates

* fix some things

* final UI, log

* basic nanoui fix

* antag panel

* remove vueui

* atm update

* vending update

* warrants, cameras

* ntmonitor

* time comes for all

* preserve this legacy

* bring that back (oops)

* rcon, ui auto update for computer UIs, remove rcon computers

* alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles)

* A LIKE SUPREME

* a

* power monitor

* lights on

* fuck this code, fuck nanoui modules, and fuck nanoui

* LEAVE IT OH SO FAR BEHIND

* fix alarm monitoring for synths

* I SAW IN YOU WHAT LIFE WAS MISSING

* comms console

* idcard and record updates

* turn the light on

* arcade

* pt2

* news browser

* static

* crusher

* f

* COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO

* codeowners & suit sensors

* html ui style removal

* make lint happy

* resist and disorder

* i slowly get up and turn off the noise, already fed up...

* pleaseeeeeeeeeeeeeee

* THE CREDIT LARP IS NECESSARY

* i hold the keys

* RISE UP

* fix that?

* harry's suggestions xoxo

* runtime fix pt2

* You are the only thing that I still care about

* adds build workflow

* Update update_tgui.yml

* adds some needed steps

* ATM

* misc fixes and tweaks

* fixes 2

* make newscasters usable and fix use power on freezers

* turret control is clearer

---------

Co-authored-by: John Wildkins <john.wildkins@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
Co-authored-by: harryob <me@harryob.live>
2023-06-25 19:03:33 +02:00

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//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