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Aurora.3/code/modules/power/singularity/field_generator.dm
T
FluffyandGitHub c24b4c7097 Projectile refactoring madness (#19878)
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.

High risk.
2024-09-23 10:12:57 +00:00

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/*
field_generator power level display
The icon used for the field_generator need to have 'num_power_levels' number of icon states
named 'field_gen +p[num]' where 'num' ranges from 1 to 'num_power_levels'
The power level is displayed using overlays. The current displayed power level is stored in 'powerlevel'.
The overlay in use and the powerlevel variable must be kept in sync. A powerlevel equal to 0 means that
no power level overlay is currently in the overlays list.
-Aygar
*/
#define field_generator_max_power 250000
/obj/machinery/field_generator
name = "field generator"
desc = "A large thermal battery that projects a high amount of energy when powered."
icon = 'icons/obj/machinery/field_generator.dmi'
icon_state = "field_gen"
anchored = 0
density = 1
use_power = POWER_USE_OFF
var/const/num_power_levels = 6 // Total number of power level icon has
var/Varedit_start = 0
var/Varpower = 0
var/active = 0
var/power = 30000 // Current amount of power
var/state = 0
var/warming_up = 0
var/list/obj/machinery/containment_field/fields = list()
var/list/obj/machinery/field_generator/connected_gens = list()
var/clean_up = 0
//If keeping field generators powered is hard then increase the emitter active power usage.
var/gen_power_draw = 5500 //power needed per generator
var/field_power_draw = 2000 //power needed per field object
/obj/machinery/field_generator/update_icon()
ClearOverlays()
if(!active)
if(warming_up)
AddOverlays("+a[warming_up]")
if(fields.len)
AddOverlays("+on")
// Power level indicator
// Scale % power to % num_power_levels and truncate value
var/level = round(num_power_levels * power / field_generator_max_power)
// Clamp between 0 and num_power_levels for out of range power values
level = between(0, level, num_power_levels)
if(level)
AddOverlays("+p[level]")
if(anchored)
AddOverlays("+bolts")
if(state == 2)
AddOverlays("+welding")
var/image/lights_image = image(icon, null, "+lights")
lights_image.plane = EFFECTS_ABOVE_LIGHTING_PLANE
AddOverlays(lights_image)
/obj/machinery/field_generator/process()
if(Varedit_start == 1)
if(active == 0)
active = 1
state = 2
power = field_generator_max_power
anchored = 1
warming_up = 3
start_fields()
update_icon()
Varedit_start = 0
if(src.active == 2)
calc_power()
update_icon()
return
/obj/machinery/field_generator/attack_hand(mob/user as mob)
if(state == 2)
if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
if(src.active >= 1)
to_chat(user, "You are unable to turn off the [src.name] once it is online.")
return 1
else
user.visible_message("[user.name] turns on the [src.name]", \
"You turn on the [src.name].", \
"You hear heavy droning")
turn_on()
investigate_log("<font color='green'>activated</font> by [user.key].","singulo")
src.add_fingerprint(user)
else
to_chat(user, "The [src] needs to be firmly secured to the floor first.")
return
/obj/machinery/field_generator/attackby(obj/item/attacking_item, mob/user)
if(active)
to_chat(user, "The [src] needs to be off.")
return
else if(attacking_item.iswrench())
switch(state)
if(0)
state = 1
attacking_item.play_tool_sound(get_turf(src), 75)
user.visible_message("[user.name] secures [src.name] to the floor.",
"You secure the external reinforcing bolts to the floor.",
"You hear ratchet")
src.anchored = 1
update_icon()
if(1)
state = 0
attacking_item.play_tool_sound(get_turf(src), 75)
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.",
"You undo the external reinforcing bolts.",
"You hear ratchet")
src.anchored = 0
update_icon()
if(2)
to_chat(user, SPAN_WARNING("The [src.name] needs to be unwelded from the floor."))
return
else if(attacking_item.iswelder())
var/obj/item/weldingtool/WT = attacking_item
switch(state)
if(0)
to_chat(user, SPAN_WARNING("The [src.name] needs to be wrenched to the floor."))
return
if(1)
if (WT.use(0,user))
playsound(src.loc, 'sound/items/welder_pry.ogg', 50, 1)
user.visible_message("[user.name] starts to weld the [src.name] to the floor.",
"You start to weld the [src] to the floor.",
"You hear welding")
if(attacking_item.use_tool(src, user, 20, volume = 50))
if(!src || !WT.isOn()) return
state = 2
to_chat(user, "You weld the field generator to the floor.")
update_icon()
else
return
if(2)
if (WT.use(0,user))
playsound(src.loc, 'sound/items/welder_pry.ogg', 50, 1)
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.",
"You start to cut the [src] free from the floor.",
"You hear welding")
if(attacking_item.use_tool(src, user, 20, volume = 50))
if(!src || !WT.isOn()) return
state = 1
to_chat(user, "You cut the [src] free from the floor.")
update_icon()
else
return
else
..()
return
/obj/machinery/field_generator/emp_act(severity)
. = ..()
return 0
/obj/machinery/field_generator/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
. = ..()
if(. != BULLET_ACT_HIT)
return .
if(istype(hitting_projectile, /obj/projectile/beam))
power += hitting_projectile.damage * 1.25 * EMITTER_DAMAGE_POWER_TRANSFER
update_icon()
/obj/machinery/field_generator/Destroy()
src.cleanup()
return ..()
/obj/machinery/field_generator/proc/turn_off()
active = 0
addtimer(CALLBACK(src, PROC_REF(cleanup)), 1)
update_icon()
/obj/machinery/field_generator/proc/turn_on()
active = 1
warming_up = 1
spawn(1)
while (warming_up<3 && active)
sleep(50)
warming_up++
update_icon()
if(warming_up >= 3)
start_fields()
update_icon()
/obj/machinery/field_generator/proc/calc_power()
if(Varpower)
return 1
update_icon()
if(src.power > field_generator_max_power)
src.power = field_generator_max_power
var/power_draw = gen_power_draw
for(var/obj/machinery/field_generator/FG in connected_gens)
if (!isnull(FG))
power_draw += gen_power_draw
for (var/obj/machinery/containment_field/F in fields)
if (!isnull(F))
power_draw += field_power_draw
power_draw /= 2 //because this will be mirrored for both generators
if(draw_power(round(power_draw)) >= power_draw)
return 1
else
visible_message(SPAN_ALERT("\The [src] shuts down!"))
turn_off()
investigate_log("ran out of power and <span class='warning'>deactivated</span>","singulo")
src.power = 0
return 0
//Tries to draw the needed power from our own power reserve, or connected generators if we can. Returns the amount of power we were able to get.
/obj/machinery/field_generator/proc/draw_power(var/draw = 0, var/list/flood_list = list())
flood_list += src
if(src.power >= draw)//We have enough power
src.power -= draw
return draw
//Need more power
var/actual_draw = src.power //already checked that power < draw
src.power = 0
for(var/obj/machinery/field_generator/FG in connected_gens)
if (FG in flood_list)
continue
actual_draw += FG.draw_power(draw - actual_draw, flood_list) //since the flood list reference is shared this actually works.
if (actual_draw >= draw)
return actual_draw
return actual_draw
/obj/machinery/field_generator/proc/start_fields()
if(!src.state == 2 || !anchored)
turn_off()
return
addtimer(CALLBACK(src, PROC_REF(setup_field), 1), 1)
addtimer(CALLBACK(src, PROC_REF(setup_field), 2), 2)
addtimer(CALLBACK(src, PROC_REF(setup_field), 4), 3)
addtimer(CALLBACK(src, PROC_REF(setup_field), 8), 4)
src.active = 2
/obj/machinery/field_generator/proc/setup_field(var/NSEW)
var/turf/T = src.loc
var/obj/machinery/field_generator/G
var/steps = 0
if(!NSEW) //Make sure its ran right
return
for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator
T = get_step(T, NSEW)
if(T.density) //We cant shoot a field though this
return 0
for(var/atom/A in T.contents)
if(ismob(A))
continue
if(!istype(A,/obj/machinery/field_generator))
if((istype(A,/obj/machinery/door) || istype(A,/obj/machinery/the_singularitygen)) && (A.density))
return 0
steps += 1
G = locate(/obj/machinery/field_generator) in T
if(!isnull(G))
steps -= 1
if(!G.active)
return 0
break
if(isnull(G))
return
T = src.loc
for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
var/field_dir = get_dir(T,get_step(G.loc, NSEW))
T = get_step(T, NSEW)
if(!locate(/obj/machinery/containment_field) in T)
var/obj/machinery/containment_field/CF = new/obj/machinery/containment_field()
CF.set_master(src,G)
fields += CF
G.fields += CF
CF.forceMove(T)
CF.set_dir(field_dir)
var/listcheck = 0
for(var/obj/machinery/field_generator/FG in connected_gens)
if (isnull(FG))
continue
if(FG == G)
listcheck = 1
break
if(!listcheck)
connected_gens.Add(G)
listcheck = 0
for(var/obj/machinery/field_generator/FG2 in G.connected_gens)
if (isnull(FG2))
continue
if(FG2 == src)
listcheck = 1
break
if(!listcheck)
G.connected_gens.Add(src)
/obj/machinery/field_generator/proc/cleanup()
clean_up = 1
for (var/obj/machinery/containment_field/F in fields)
if (QDELETED(F))
continue
qdel(F)
fields = list()
for(var/obj/machinery/field_generator/FG in connected_gens)
if (QDELETED(FG))
continue
FG.connected_gens.Remove(src)
if(!FG.clean_up)//Makes the other gens clean up as well
FG.cleanup()
connected_gens.Remove(FG)
connected_gens = list()
clean_up = 0
update_icon()
//This is here to help fight the "hurr durr, release singulo cos nobody will notice before the
//singulo eats the evidence". It's not fool-proof but better than nothing.
//I want to avoid using global variables.
spawn(1)
var/temp = 1 //stops spam
for(var/obj/singularity/O in SScalamity.singularities)
if(O.last_warning && temp)
if((world.time - O.last_warning) > 50) //to stop message-spam
temp = 0
message_admins("A singulo exists and a containment field has failed.",1)
investigate_log("has <span class='warning'>failed</span> whilst a singulo exists.","singulo")
O.last_warning = world.time