mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-30 12:02:24 +00:00
Removes all \red's and \blues in favor of span classes. \red things that were bold were replaced with danger because it's warning but bold.
330 lines
8.4 KiB
Plaintext
330 lines
8.4 KiB
Plaintext
////FIELD GEN START //shameless copypasta from fieldgen, powersink, and grille
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/obj/machinery/shieldwallgen
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name = "Shield Generator"
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desc = "A shield generator."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "Shield_Gen"
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anchored = 0
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density = 1
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req_access = list(access_engine_equip)
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var/active = 0
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var/power = 0
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var/state = 0
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var/steps = 0
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var/last_check = 0
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var/check_delay = 10
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var/recalc = 0
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var/locked = 1
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var/destroyed = 0
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var/directwired = 1
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// var/maxshieldload = 200
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var/obj/structure/cable/attached // the attached cable
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var/storedpower = 0
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flags = CONDUCT
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//There have to be at least two posts, so these are effectively doubled
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var/power_draw = 30000 //30 kW. How much power is drawn from powernet. Increase this to allow the generator to sustain longer shields, at the cost of more power draw.
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var/max_stored_power = 50000 //50 kW
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use_power = 0 //Draws directly from power net. Does not use APC power.
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/obj/machinery/shieldwallgen/attack_hand(mob/user as mob)
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if(state != 1)
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user << "<span class='warning'>The shield generator needs to be firmly secured to the floor first.</span>"
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return 1
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if(src.locked && !istype(user, /mob/living/silicon))
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user << "<span class='warning'>The controls are locked!</span>"
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return 1
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if(power != 1)
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user << "<span class='warning'>The shield generator needs to be powered by wire underneath.</span>"
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return 1
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if(src.active >= 1)
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src.active = 0
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icon_state = "Shield_Gen"
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user.visible_message("[user] turned the shield generator off.", \
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"You turn off the shield generator.", \
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"You hear heavy droning fade out.")
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for(var/dir in list(1,2,4,8)) src.cleanup(dir)
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else
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src.active = 1
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icon_state = "Shield_Gen +a"
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user.visible_message("[user] turned the shield generator on.", \
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"You turn on the shield generator.", \
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"You hear heavy droning.")
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src.add_fingerprint(user)
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/obj/machinery/shieldwallgen/proc/power()
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if(!anchored)
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power = 0
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return 0
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var/turf/T = src.loc
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var/obj/structure/cable/C = T.get_cable_node()
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var/datum/powernet/PN
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if(C) PN = C.powernet // find the powernet of the connected cable
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if(!PN)
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power = 0
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return 0
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var/shieldload = between(500, max_stored_power - storedpower, power_draw) //what we try to draw
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shieldload = PN.draw_power(shieldload) //what we actually get
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storedpower += shieldload
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//If we're still in the red, then there must not be enough available power to cover our load.
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if(storedpower <= 0)
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power = 0
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return 0
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power = 1 // IVE GOT THE POWER!
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return 1
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/obj/machinery/shieldwallgen/process()
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power()
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if(power)
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storedpower -= 2500 //the generator post itself uses some power
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if(storedpower >= max_stored_power)
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storedpower = max_stored_power
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if(storedpower <= 0)
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storedpower = 0
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// if(shieldload >= maxshieldload) //there was a loop caused by specifics of process(), so this was needed.
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// shieldload = maxshieldload
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if(src.active == 1)
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if(!src.state == 1)
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src.active = 0
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return
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spawn(1)
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setup_field(1)
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spawn(2)
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setup_field(2)
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spawn(3)
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setup_field(4)
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spawn(4)
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setup_field(8)
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src.active = 2
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if(src.active >= 1)
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if(src.power == 0)
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src.visible_message("<span class='warning'>The [src.name] shuts down due to lack of power!</span>", \
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"You hear heavy droning fade out")
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icon_state = "Shield_Gen"
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src.active = 0
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for(var/dir in list(1,2,4,8)) src.cleanup(dir)
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/obj/machinery/shieldwallgen/proc/setup_field(var/NSEW = 0)
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var/turf/T = src.loc
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var/turf/T2 = src.loc
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var/obj/machinery/shieldwallgen/G
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var/steps = 0
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var/oNSEW = 0
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if(!NSEW)//Make sure its ran right
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return
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if(NSEW == 1)
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oNSEW = 2
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else if(NSEW == 2)
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oNSEW = 1
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else if(NSEW == 4)
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oNSEW = 8
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else if(NSEW == 8)
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oNSEW = 4
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for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator
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T = get_step(T2, NSEW)
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T2 = T
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steps += 1
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if(locate(/obj/machinery/shieldwallgen) in T)
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G = (locate(/obj/machinery/shieldwallgen) in T)
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steps -= 1
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if(!G.active)
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return
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G.cleanup(oNSEW)
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break
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if(isnull(G))
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return
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T2 = src.loc
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for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
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var/field_dir = get_dir(T2,get_step(T2, NSEW))
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T = get_step(T2, NSEW)
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T2 = T
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var/obj/machinery/shieldwall/CF = new/obj/machinery/shieldwall/(src, G) //(ref to this gen, ref to connected gen)
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CF.loc = T
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CF.set_dir(field_dir)
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/obj/machinery/shieldwallgen/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/wrench))
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if(active)
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user << "Turn off the field generator first."
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return
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else if(state == 0)
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state = 1
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user << "You secure the external reinforcing bolts to the floor."
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src.anchored = 1
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return
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else if(state == 1)
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state = 0
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user << "You undo the external reinforcing bolts."
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src.anchored = 0
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return
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if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if (src.allowed(user))
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src.locked = !src.locked
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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else
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user << "<span class='warning'>Access denied.</span>"
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else
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src.add_fingerprint(user)
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visible_message("<span class='warning'>The [src.name] has been hit with \the [W.name] by [user.name]!</span>")
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/obj/machinery/shieldwallgen/proc/cleanup(var/NSEW)
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var/obj/machinery/shieldwall/F
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var/obj/machinery/shieldwallgen/G
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var/turf/T = src.loc
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var/turf/T2 = src.loc
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for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for fields
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T = get_step(T2, NSEW)
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T2 = T
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if(locate(/obj/machinery/shieldwall) in T)
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F = (locate(/obj/machinery/shieldwall) in T)
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qdel(F)
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if(locate(/obj/machinery/shieldwallgen) in T)
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G = (locate(/obj/machinery/shieldwallgen) in T)
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if(!G.active)
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break
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/obj/machinery/shieldwallgen/Destroy()
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src.cleanup(1)
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src.cleanup(2)
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src.cleanup(4)
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src.cleanup(8)
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return ..()
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/obj/machinery/shieldwallgen/bullet_act(var/obj/item/projectile/Proj)
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storedpower -= 400 * Proj.get_structure_damage()
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..()
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return
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//////////////Containment Field START
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/obj/machinery/shieldwall
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name = "Shield"
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desc = "An energy shield."
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icon = 'icons/effects/effects.dmi'
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icon_state = "shieldwall"
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anchored = 1
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density = 1
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unacidable = 1
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light_range = 3
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var/needs_power = 0
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var/active = 1
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// var/power = 10
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var/delay = 5
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var/last_active
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var/mob/U
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var/obj/machinery/shieldwallgen/gen_primary
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var/obj/machinery/shieldwallgen/gen_secondary
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var/power_usage = 2500 //how much power it takes to sustain the shield
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var/generate_power_usage = 7500 //how much power it takes to start up the shield
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/obj/machinery/shieldwall/New(var/obj/machinery/shieldwallgen/A, var/obj/machinery/shieldwallgen/B)
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..()
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update_nearby_tiles()
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src.gen_primary = A
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src.gen_secondary = B
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if(A && B && A.active && B.active)
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needs_power = 1
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if(prob(50))
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A.storedpower -= generate_power_usage
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else
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B.storedpower -= generate_power_usage
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else
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qdel(src) //need at least two generator posts
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/obj/machinery/shieldwall/Destroy()
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update_nearby_tiles()
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return ..()
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/obj/machinery/shieldwall/attack_hand(mob/user as mob)
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return
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/obj/machinery/shieldwall/process()
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if(needs_power)
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if(isnull(gen_primary)||isnull(gen_secondary))
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qdel(src)
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return
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if(!(gen_primary.active)||!(gen_secondary.active))
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qdel(src)
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return
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if(prob(50))
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gen_primary.storedpower -= power_usage
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else
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gen_secondary.storedpower -= power_usage
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/obj/machinery/shieldwall/bullet_act(var/obj/item/projectile/Proj)
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if(needs_power)
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var/obj/machinery/shieldwallgen/G
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if(prob(50))
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G = gen_primary
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else
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G = gen_secondary
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G.storedpower -= 400 * Proj.get_structure_damage()
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..()
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return
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/obj/machinery/shieldwall/ex_act(severity)
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if(needs_power)
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var/obj/machinery/shieldwallgen/G
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switch(severity)
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if(1.0) //big boom
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if(prob(50))
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G = gen_primary
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else
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G = gen_secondary
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G.storedpower -= 120000
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if(2.0) //medium boom
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if(prob(50))
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G = gen_primary
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else
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G = gen_secondary
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G.storedpower -= 30000
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if(3.0) //lil boom
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if(prob(50))
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G = gen_primary
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else
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G = gen_secondary
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G.storedpower -= 12000
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return
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/obj/machinery/shieldwall/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return prob(20)
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else
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if (istype(mover, /obj/item/projectile))
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return prob(10)
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else
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return !src.density
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