Files
Aurora.3/code/modules/shieldgen/emergency_shield.dm
2021-01-07 10:03:01 +01:00

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/obj/machinery/shield
name = "emergency energy shield"
desc = "An energy shield used to contain hull breaches."
icon = 'icons/effects/effects.dmi'
icon_state = "shield-old"
density = TRUE
opacity = FALSE
anchored = TRUE
unacidable = TRUE
atmos_canpass = CANPASS_NEVER
var/health = 75 //The shield can only take so much beating (prevents perma-prisons)
var/shield_generate_power = 2500 //how much power we use when regenerating
var/shield_idle_power = 500 //how much power we use when just being sustained.
/obj/machinery/shield/malfai
name = "emergency forcefield"
desc = "A forcefield which seems to be projected by the station's emergency atmosphere containment field."
health = 100
/obj/machinery/shield/malfai/machinery_process()
health -= 0.5 // Slowly lose integrity over time
check_failure()
/obj/machinery/shield/proc/check_failure()
var/health_percentage = (health / initial(health)) * 100
switch(health_percentage)
if(-INFINITY to 25)
if(alpha != 150)
animate(src, 1 SECOND, alpha = 150)
if(26 to 50)
if(alpha != 175)
animate(src, 1 SECOND, alpha = 175)
if(51 to 75)
if(alpha != 210)
animate(src, 1 SECOND, alpha = 210)
if(76 to 90)
if(alpha != 230)
animate(src, 1 SECOND, alpha = 230)
if(91 to INFINITY)
if(alpha != initial(alpha))
animate(src, 1 SECOND, alpha = initial(alpha))
if(health <= 0)
visible_message("<span class='notice'>\The [src] dissipates!</span>")
qdel(src)
return
/obj/machinery/shield/New()
src.set_dir(pick(1,2,3,4))
..()
update_nearby_tiles(need_rebuild=1)
/obj/machinery/shield/Destroy()
opacity = FALSE
density = FALSE
update_nearby_tiles()
return ..()
/obj/machinery/shield/CanPass(atom/movable/mover, turf/target, height, air_group)
if(!height || air_group) return FALSE
else return ..()
/obj/machinery/shield/attackby(obj/item/W, mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(src, W)
//Calculate damage
var/aforce = W.force
if(W.damtype == BRUTE || W.damtype == BURN)
health -= aforce
//Play a fitting sound
playsound(src.loc, 'sound/effects/EMPulse.ogg', 75, 1)
check_failure()
..()
/obj/machinery/shield/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.get_structure_damage()
..()
check_failure()
opacity = 1
spawn(20) if(src) opacity = FALSE
/obj/machinery/shield/ex_act(severity)
switch(severity)
if(1.0)
if (prob(75))
qdel(src)
if(2.0)
if (prob(50))
qdel(src)
if(3.0)
if (prob(25))
qdel(src)
return
/obj/machinery/shield/emp_act(severity)
switch(severity)
if(1)
qdel(src)
if(2)
if(prob(50))
qdel(src)
/obj/machinery/shield/hitby(AM as mob|obj)
//Let everyone know we've been hit!
visible_message("<span class='notice'><B>\[src] was hit by [AM].</B></span>")
//Super realistic, resource-intensive, real-time damage calculations.
var/tforce = 0
if(ismob(AM))
tforce = 40
else
tforce = AM:throwforce
src.health -= tforce
//This seemed to be the best sound for hitting a force field.
playsound(src.loc, 'sound/effects/EMPulse.ogg', 100, 1)
check_failure()
//The shield becomes dense to absorb the blow.. purely asthetic.
opacity = TRUE
spawn(20) if(src) opacity = FALSE
..()
return
/obj/machinery/shieldgen
name = "emergency shield projector"
desc = "Used to seal minor hull breaches."
icon = 'icons/obj/machines/shielding.dmi'
icon_state = "shieldoff"
density = TRUE
opacity = FALSE
anchored = FALSE
req_access = list(access_engine)
var/health = 100
var/active = FALSE
var/malfunction = FALSE //Malfunction causes parts of the shield to slowly dissapate
var/list/deployed_shields = list()
var/list/regenerating = list()
var/is_open = FALSE //Whether or not the wires are exposed
var/locked = FALSE
var/check_delay = 60 //periodically recheck if we need to rebuild a shield
use_power = 0
idle_power_usage = 0
/obj/machinery/shieldgen/Destroy()
collapse_shields()
return ..()
/obj/machinery/shieldgen/proc/shields_up()
if(active) return FALSE //If it's already turned on, how did this get called?
src.active = 1
update_icon()
create_shields()
idle_power_usage = 0
for(var/obj/machinery/shield/shield_tile in deployed_shields)
idle_power_usage += shield_tile.shield_idle_power
update_use_power(TRUE)
/obj/machinery/shieldgen/proc/shields_down()
if(!active) return FALSE //If it's already off, how did this get called?
src.active = FALSE
update_icon()
collapse_shields()
update_use_power(FALSE)
/obj/machinery/shieldgen/proc/create_shields()
for(var/T in RANGE_TURFS(2, src))
var/turf/target_tile = T
if(locate(/obj/machinery/shield) in target_tile)
continue
var/obj/item/tape/engineering/E = locate() in target_tile
if(E?.shield_marker)
deploy_shield(target_tile)
else if(istype(target_tile,/turf/space) || istype(target_tile,/turf/simulated/open) || istype(target_tile,/turf/unsimulated/floor/asteroid/ash) || istype(target_tile,/turf/simulated/floor/airless))
if(malfunction && prob(33) || !malfunction)
deploy_shield(target_tile)
/obj/machinery/shieldgen/proc/deploy_shield(var/turf/T)
var/obj/machinery/shield/S = new /obj/machinery/shield(T)
deployed_shields += S
use_power(S.shield_generate_power)
/obj/machinery/shieldgen/proc/collapse_shields()
for(var/obj/machinery/shield/shield_tile in deployed_shields)
qdel(shield_tile)
/obj/machinery/shieldgen/power_change()
..()
if(!active) return
if (stat & NOPOWER)
collapse_shields()
else
create_shields()
update_icon()
/obj/machinery/shieldgen/machinery_process()
if (!active || (stat & NOPOWER))
return
if(malfunction)
if(deployed_shields.len && prob(5))
qdel(pick(deployed_shields))
else
if (check_delay <= 0)
create_shields()
var/new_power_usage = 0
for(var/obj/machinery/shield/shield_tile in deployed_shields)
new_power_usage += shield_tile.shield_idle_power
if (new_power_usage != idle_power_usage)
idle_power_usage = new_power_usage
use_power(0)
check_delay = 60
else
check_delay--
/obj/machinery/shieldgen/proc/checkhp()
if(health <= 30)
src.malfunction = 1
if(health <= 0)
spawn(0)
explosion(get_turf(src.loc), 0, 0, 1, 0, 0, 0)
qdel(src)
update_icon()
return
/obj/machinery/shieldgen/ex_act(severity)
switch(severity)
if(1.0)
src.health -= 75
src.checkhp()
if(2.0)
src.health -= 30
if (prob(15))
src.malfunction = 1
src.checkhp()
if(3.0)
src.health -= 10
src.checkhp()
return
/obj/machinery/shieldgen/emp_act(severity)
switch(severity)
if(1)
src.health /= 2 //cut health in half
malfunction = TRUE
locked = pick(0,1)
if(2)
if(prob(50))
src.health *= 0.3 //chop off a third of the health
malfunction = TRUE
checkhp()
/obj/machinery/shieldgen/attack_hand(mob/user)
if(locked)
to_chat(user, SPAN_WARNING("The machine is locked!"))
return
if(is_open)
to_chat(user, SPAN_WARNING("The panel must be closed before operating this machine."))
return
if (src.active)
user.visible_message("<span class='notice'>[icon2html(src, viewers(get_turf(src)))] [user] deactivates the shield generator.</span>", \
"<span class='notice'>[icon2html(src, viewers(get_turf(src)))] You deactivate the shield generator.</span>", \
"You hear heavy droning fade out.")
src.shields_down()
else
if(anchored)
user.visible_message("<span class='notice'>[icon2html(src, viewers(get_turf(src)))] [user] activate the shield generator.</span>", \
"<span class='notice'>[icon2html(src, viewers(get_turf(src)))] You activate the shield generator.</span>", \
"You hear heavy droning.")
src.shields_up()
else
to_chat(user, SPAN_WARNING("The device must first be secured to the floor."))
return
/obj/machinery/shieldgen/emag_act(var/remaining_charges, var/mob/user)
if(!malfunction)
malfunction = TRUE
update_icon()
return 1
/obj/machinery/shieldgen/attackby(obj/item/W as obj, mob/user as mob)
if(W.isscrewdriver())
playsound(src.loc, W.usesound, 100, 1)
if(is_open)
to_chat(user, "<span class='notice'>You close the panel.</span>")
is_open = FALSE
else
to_chat(user, "<span class='notice'>You open the panel and expose the wiring.</span>")
is_open = TRUE
else if(W.iscoil() && malfunction && is_open)
var/obj/item/stack/cable_coil/coil = W
to_chat(user, "<span class='notice'>You begin to replace the wires.</span>")
//if(do_after(user, min(60, round( ((maxhealth/health)*10)+(malfunction*10) ))) //Take longer to repair heavier damage
if(do_after(user, 30))
if (coil.use(1))
health = initial(health)
malfunction = FALSE
to_chat(user, "<span class='notice'>You repair the [src]!</span>")
update_icon()
else if(W.iswrench())
if(locked)
to_chat(user, "The bolts are covered, unlocking this would retract the covers.")
return
if(anchored)
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>You unsecure the [src] from the floor!</span>")
if(active)
to_chat(user, "<span class='notice'>The [src] shuts off!</span>")
src.shields_down()
anchored = FALSE
else
if(istype(get_turf(src), /turf/space)) return //No wrenching these in space!
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>You secure the [src] to the floor!</span>")
anchored = TRUE
else if(W.GetID())
if(src.allowed(user))
src.locked = !src.locked
to_chat(user, "The controls are now [src.locked ? "locked." : "unlocked."]")
else
to_chat(user, "<span class='warning'>Access denied.</span>")
else
..()
/obj/machinery/shieldgen/update_icon()
if(active && !(stat & NOPOWER))
src.icon_state = malfunction ? "shieldonbr":"shieldon"
else
src.icon_state = malfunction ? "shieldoffbr":"shieldoff"
return