Files
Aurora.3/code/modules/shieldgen/shield_capacitor.dm
T
cf585ef505 Ship combat rework (#22566)
Makes ship combat significantly more destructive (and a bit deadlier),
especially with non-explosive projectiles.

**Additions:**
- A shell that penetrates a solid (dense) structure will cause spalling.
This spall does 2-30 damage, depending on range and has a high embed
chance. These embedded chunks are large enough to be ripped out by hand.
(But you probably shouldn't). The pilot's suit has 30 ballistic armor,
so a prepared bridge crew can survive a lot of spall.
- Adds a gun that shoots any ship weapon that admins can spawn. Useful
for testing, or for adminbus where they don't want to have to spawn a
whole overmap ship.
- Made several structures destructible, vending machines, computer
frames, grilles (these were just bugged) and watertanks (and their
children). These structures could just block infinite shots and were
common enough to serve as effective armor for the horizon. These now
spawn shrapnel (of their material if it's set), in addition to sheets of
steel when destroyed.
- Added support for negative maim chance. This allows chosen projectiles
to be prevented from decapitating. No more accidentally gibbing the
bridge crew's heads. (Unless they get hit with something really really
big).

**Balance:**
- All non-explosive anti ship rounds got significant buffs. Typically
2-3x Anti-Material numbers.
- Armour piercing anti-ship rounds got massively increased penetration
stats. Typically 4-8 from 1-2.
- Doors now get destroyed in less hits, if they are hit by anti-material
projectiles. Hits to destroy -= Antimaterial / 2
- Francisca frag shells now shoot less fragments but deal more damage.
394 projectiles for every shot was a bit laggy, now it's only 280.

**Shields:**
Shields now take more power. 13-14 megawatts for a 10 strength shield.
Just inside the ship's generation capacity with both the INDRA and
Supermatter running.

Instead of deleting any projectile they are hit by, shields now have
different failure modes.
- Firstly, a piercing projectile has it's penetration reduced by the
shield strength. Eg A shot that would go through 10 walls, only
penetrates 4 after going through a 6 strength shield.
- Secondly, a projectile has it's damage multiplied by 1 - shield
strength / 10, then has shield strength subtracted from it's damage. Eg.
A damage 100 projectile, hitting a 5 strength shield, has it's damaged
reduced to 50, (100 * 0.5), then to 45. (50-5)
- Thirdly, an explosive projectile (that does not penetrate per the
first step) does not explode, but instead deals it's full damage to the
shield.

Hits to the shield now also damage the field itself, not just the shield
tile. As such, a very big hit on the shield can bring the whole thing
down, requiring an engineer to reset it.

Shields can now be upgraded with research components. Additionally,
shield generators can now support more than one capacitor. The
roundstart capacitor on the Horizon is only good enough to support a 6
strength shield.
The upgrades increase efficiency, strength loss over time and charge
speed.

**Overmap Targetting**
Previously, shells would spawn within 20 tiles of their target and aim
directly forwards. This was bugged for shots with burst, which would
instead all aim inwards and mostly miss. This is the reason the Grauwolf
(in addition to the explosion bug below) and Fransisca felt so useless,
only one of every shell in a burst would hit.

Shots now spawn at the map edge, based on the orientation of the
projectile and ship. Diagonals are now accounted for.
Shots are then aimed directly at the target selected on the console,
with 3 degrees of dispersion.

**Bugfixes:**
- Fixes lots of explosions that didn't pass a turf to the explosions
subsystem. This caused the explosion not to happen if the thing hit got
qdeled before the subsystem could get the turf to spawn the explosion
on.
- Embedded shrapnel no longer gets the initial projectile name, this
prevents it getting named shrapnelshrapnel.
- Fixes a bunch of projectile piercing bugs, mostly with grilles and
windows. Shots now go past window frames without hitting them.
- Fixes shields not having a click delay when attacked.

---------

Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2026-06-03 16:52:13 +00:00

184 lines
6.1 KiB
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/obj/structure/machinery/shield_capacitor
name = "shield capacitor"
desc = "Machine that charges a shield generator."
icon = 'icons/obj/machinery/shielding.dmi'
icon_state = "capacitor"
obj_flags = OBJ_FLAG_ROTATABLE
density = TRUE
/// Doesn't use APC power.
use_power = POWER_USE_OFF
req_one_access = list(ACCESS_CAPTAIN, ACCESS_SECURITY, ACCESS_ENGINE)
var/active = FALSE
/// Not to be confused with power cell charge, this is in Joules.
var/stored_charge = 0
var/last_stored_charge = 0
var/time_since_fail = 100
///How much energy the capacitor can store, value is in Joules, displayed in the UI as MJ. This value is calculated in RefreshParts() based on the components used, the value listed here is what base components provides, changing the value only here will not do anything.
var/max_charge = 20 MEGA //200 MJ
///How much energy the capacitor can absorb per second, value is in Watts, displayed in the UI as MW. This value is calculated in RefreshParts() based on the components used, the value listed here is what base components provides, changing the value only here will not do anything.
var/max_charge_rate = 9 MEGA WATTS //9 MW
var/locked = FALSE
var/charge_rate = 100 KILO WATTS //100 kW
var/obj/structure/machinery/shield_gen/owned_gen
component_types = list(
/obj/item/circuitboard/shield_cap,
/obj/item/stock_parts/capacitor = 4,
/obj/item/stock_parts/micro_laser = 1,
/obj/item/stock_parts/subspace/filter = 1,
/obj/item/stock_parts/subspace/treatment = 1,
/obj/item/stock_parts/subspace/analyzer = 1,
/obj/item/stock_parts/console_screen = 1,
/obj/item/stack/cable_coil = 5
)
/obj/structure/machinery/shield_capacitor/upgrade_hints(mob/user, distance, is_adjacent)
. += ..()
. += "Upgraded <b>capacitors</b> will increase capacity."
. += SPAN_NOTICE(" - The current capacity is <b>[max_charge / 1e6]</b> MJ")
. += "Upgraded <b>microlasers</b> will increase the charging rate."
. += SPAN_NOTICE(" - The current maximum charge rate is <b>[max_charge_rate / 1e6]</b> MW")
/obj/structure/machinery/shield_capacitor/Initialize()
..()
return INITIALIZE_HINT_LATELOAD
/obj/structure/machinery/shield_capacitor/LateInitialize()
. = ..()
for(var/obj/structure/machinery/shield_gen/possible_gen in range(1, src))
if(get_dir(src, possible_gen) == dir)
if(possible_gen.attach_capacitor(src))
owned_gen = possible_gen
break
/obj/structure/machinery/shield_capacitor/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, GLOB.alldirs)
/obj/structure/machinery/shield_capacitor/RefreshParts()
..()
max_charge = 0
max_charge_rate = 6 MEGA WATTS //9 MW after base components. 15 MW with full upgrades.
for(var/obj/item/stock_parts/P in component_parts)
if(iscapacitor(P))
max_charge += P.rating * 5 MEGA
else if(ismicrolaser(P))
max_charge_rate += P.rating * 3 MEGA WATTS
/obj/structure/machinery/shield_capacitor/attackby(obj/item/attacking_item, mob/user)
if(default_part_replacement(user, attacking_item))
return TRUE
else if(default_deconstruction_screwdriver(user, attacking_item))
return TRUE
else if(default_deconstruction_crowbar(user, attacking_item))
return TRUE
if(istype(attacking_item, /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(attacking_item.tool_behaviour == TOOL_WRENCH)
anchored = !anchored
visible_message(SPAN_NOTICE("\The [src] has been [anchored ? "bolted to the floor" : "unbolted from the floor"] by \the [user]."))
if(anchored)
for(var/obj/structure/machinery/shield_gen/gen in range(1, src))
if(get_dir(src, gen) == src.dir)
if(gen.attach_capacitor(src))
owned_gen = gen
break
else
if(owned_gen)
owned_gen.detach_capacitor(src)
owned_gen = null
else
..()
/obj/structure/machinery/shield_capacitor/attack_hand(mob/user)
if(stat & (BROKEN))
return
ui_interact(user)
/obj/structure/machinery/shield_capacitor/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ShieldCapacitor", "Shield Capacitor", 400, 300)
ui.open()
/obj/structure/machinery/shield_capacitor/ui_data(mob/user)
var/list/data = list()
data["anchored"] = anchored
data["locked"] = locked
data["active"] = active
data["time_since_fail"] = time_since_fail
data["charge_rate"] = charge_rate / 1000 //UI expects kW
data["stored_charge"] = round(stored_charge / 1e6, 0.1) //UI expects MJ
data["max_charge"] = max_charge / 1e6 //UI expects MJ
data["max_charge_rate"] = max_charge_rate / 1000 //UI expects kW
return data
/obj/structure/machinery/shield_capacitor/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("toggle")
if(!active && !anchored)
to_chat(usr, SPAN_WARNING("\The [src] needs to be firmly secured to the floor first."))
return
active = !active
. = TRUE
if("charge_rate")
// UI sends kW; convert to W and clamp.
charge_rate = between(0 KILO WATTS, round(params["charge_rate"]) * 1000, max_charge_rate)
. = TRUE
/obj/structure/machinery/shield_capacitor/process()
if (!anchored)
active = FALSE
//see if we can connect to a power net.
var/datum/powernet/PN
var/turf/T = loc
if (!istype(T))
active = FALSE
return
var/obj/structure/cable/C = T.get_cable_node()
if (C)
PN = C.powernet
if (PN)
var/power_draw = between(0, max_charge - stored_charge, charge_rate) //what we are trying to draw
power_draw = POWERNET_POWER_DRAW(PN, power_draw) //what we actually get
DRAW_FROM_POWERNET(PN, power_draw)
stored_charge += power_draw
time_since_fail++
if(stored_charge < last_stored_charge)
time_since_fail = 0 //losing charge faster than we can draw from PN
last_stored_charge = stored_charge
/obj/structure/machinery/shield_capacitor/power_change()
if(stat & BROKEN)
icon_state = "broke"
else
..()
/// Horizon-specific non-variant, for now.
/obj/structure/machinery/shield_capacitor/multiz