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* 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 * tgchat * tgpanels pt1 * THE SOUL LONGS FOR OBLIVION!!!!!!!!!!!!!!!!! * figure out why stat isnt working * goodbye ping * shhh * stat updates * An oath sworn in scors! Omni vortex lies! * final almost edits * fix that * last skin adjustments * 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 * fix runtimes and cl * whoops * misc fixes * fix that too * adds build workflow * f * 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 * remove duplicate * makes some verb tabs work properly * makes verbs work properly for real * sans moi * fixes pt2 * fix the chat unnecessarily reloading * fixes * epic * fixes * fix missing consoles --------- 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>
123 lines
3.7 KiB
Plaintext
123 lines
3.7 KiB
Plaintext
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//---------- actual energy field
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/obj/effect/energy_field
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name = "energy shield"
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desc = "A strong field of energy, capable of blocking anything as long as it's active."
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icon = 'icons/obj/machinery/shielding.dmi'
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icon_state = "shield_normal"
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alpha = 0
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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anchored = 1
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layer = 4.1 //just above mobs
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density = 0
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var/strength = 0
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var/ticks_recovering = 10
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var/diffused_for = 0
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var/diffused = FALSE
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var/is_strong = FALSE // if strength goes is 1 or above, this is set to TRUE, this is to prevent flickering and animate being called constantly
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atmos_canpass = CANPASS_ALWAYS
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/obj/effect/energy_field/Initialize()
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. = ..()
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update_nearby_tiles()
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/obj/effect/energy_field/Destroy()
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update_nearby_tiles()
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return ..()
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/obj/effect/energy_field/proc/diffuse(var/duration)
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diffused_for = max(duration, 0)
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/obj/effect/energy_field/attackby(obj/item/I, mob/user)
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user.do_attack_animation(src, I)
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if(I.force < 10)
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user.visible_message(SPAN_WARNING("[user] harmlessly attacks \the [src] with \the [I]."), SPAN_WARNING("You attack \the [src] with \the [I], but it bounces off without doing any damage."))
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else
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user.visible_message(SPAN_WARNING("[user] attacks \the [src] with \the [I]."), SPAN_WARNING("You attack \the [src] with \the [I]."))
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Stress(I.force / 10)
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/obj/effect/energy_field/attack_hand(mob/living/carbon/human/H)
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if(istype(H))
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if(H.species.can_shred(H))
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H.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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H.do_attack_animation(src, FIST_ATTACK_ANIMATION)
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H.visible_message(SPAN_WARNING("[H] shreds \the [src]!"), SPAN_WARNING("You shred \the [src]!"))
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Stress(1)
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return
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to_chat(H, SPAN_WARNING("You touch \the [src], and it repulses your hand."))
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/obj/effect/energy_field/ex_act(var/severity)
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Stress(0.5 + severity)
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/obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj)
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Stress(Proj.get_structure_damage() / 10)
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/obj/effect/energy_field/proc/Stress(var/severity)
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strength -= severity
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//if we take too much damage, drop out - the generator will bring us back up if we have enough power
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ticks_recovering = min(ticks_recovering + 2, 10)
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if(strength < 1 && is_strong)
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density_check(FALSE)
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is_strong = FALSE
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ticks_recovering = 10
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strength = 0
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else if(strength >= 1 && !is_strong)
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density_check(TRUE)
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is_strong = TRUE
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//
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/obj/effect/energy_field/proc/density_check(var/turn_on)
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if(turn_on && !diffused)
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alpha = 0
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density = TRUE
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mouse_opacity = MOUSE_OPACITY_ICON
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animate(src, 2 SECONDS, alpha = 255)
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else if(!turn_on)
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alpha = 255
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density = FALSE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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animate(src, 2 SECONDS, alpha = 0)
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/obj/effect/energy_field/proc/diffuse_check()
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diffused_for = max(0, diffused_for - 1)
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if(diffused_for && !diffused)
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diffused = TRUE
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if(is_strong)
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density_check(FALSE)
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else if(!diffused_for && diffused)
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diffused = FALSE
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density_check(TRUE)
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/obj/effect/energy_field/proc/Strengthen(var/severity)
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strength += severity
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if (strength < 0)
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strength = 0
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//if we take too much damage, drop out - the generator will bring us back up if we have enough power
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var/old_density = density
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if(strength >= 1 && !is_strong)
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is_strong = TRUE
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density_check(TRUE)
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else if(strength < 1 && is_strong)
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is_strong = FALSE
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density_check(FALSE)
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if (density != old_density)
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update_nearby_tiles()
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diffuse_check()
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/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
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//Purpose: Determines if the object (or airflow) can pass this atom.
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//Called by: Movement, airflow.
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//Inputs: The moving atom (optional), target turf, "height" and air group
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//Outputs: Boolean if can pass.
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//return (!density || !height || air_group)
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return (!density || air_group)
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