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Aurora.3/code/modules/shieldgen/energy_field.dm
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ddb14f4036 Planes & Layers part 1: The Re-Layering Redux (#18741)
This is part 1 of a project to, eventually, bring the render planes
system from /tg/ and bay into Aurora. This is a prerequisite and blocker
for many things the development team and community want to have, and
this was long overdue.

Many objects have been re-assigned layers, which are now thoroughly
defined. Maps have had their custom layer defines purged, as we should
be moving away from this in favor of saner definitions in the base
items.

This should be a test-merge due to the sheer amount of layers changed,
which will very likely create issues that I cannot possibly discover and
debug in a reasonable amount of time myself.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-04-01 14:50:27 +00:00

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//---------- actual energy field
/obj/effect/energy_field
name = "energy shield"
desc = "A strong field of energy, capable of blocking anything as long as it's active."
icon = 'icons/obj/machinery/shielding.dmi'
icon_state = "shield_normal"
alpha = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
anchored = 1
layer = ABOVE_HUMAN_LAYER
density = 0
var/strength = 0
var/ticks_recovering = 10
var/diffused_for = 0
var/diffused = FALSE
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
atmos_canpass = CANPASS_ALWAYS
/obj/effect/energy_field/Initialize()
. = ..()
update_nearby_tiles()
/obj/effect/energy_field/Destroy()
update_nearby_tiles()
return ..()
/obj/effect/energy_field/proc/diffuse(var/duration)
diffused_for = max(duration, 0)
/obj/effect/energy_field/attackby(obj/item/attacking_item, mob/user)
user.do_attack_animation(src, attacking_item)
if(attacking_item.force < 10)
user.visible_message(SPAN_WARNING("[user] harmlessly attacks \the [src] with \the [attacking_item]."),
SPAN_WARNING("You attack \the [src] with \the [attacking_item], but it bounces off without doing any damage."))
else
user.visible_message(SPAN_WARNING("[user] attacks \the [src] with \the [attacking_item]."),
SPAN_WARNING("You attack \the [src] with \the [attacking_item]."))
Stress(attacking_item.force / 10)
/obj/effect/energy_field/attack_hand(mob/living/carbon/human/H)
if(istype(H))
if(H.species.can_shred(H))
H.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
H.do_attack_animation(src, FIST_ATTACK_ANIMATION)
H.visible_message(SPAN_WARNING("[H] shreds \the [src]!"), SPAN_WARNING("You shred \the [src]!"))
Stress(1)
return
to_chat(H, SPAN_WARNING("You touch \the [src], and it repulses your hand."))
/obj/effect/energy_field/ex_act(var/severity)
Stress(0.5 + severity)
/obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj)
Stress(Proj.get_structure_damage() / 10)
/obj/effect/energy_field/proc/Stress(var/severity)
strength -= severity
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
ticks_recovering = min(ticks_recovering + 2, 10)
if(strength < 1 && is_strong)
density_check(FALSE)
is_strong = FALSE
ticks_recovering = 10
strength = 0
else if(strength >= 1 && !is_strong)
density_check(TRUE)
is_strong = TRUE
//
/obj/effect/energy_field/proc/density_check(var/turn_on)
if(turn_on && !diffused)
alpha = 0
density = TRUE
mouse_opacity = MOUSE_OPACITY_ICON
animate(src, 2 SECONDS, alpha = 255)
else if(!turn_on)
alpha = 255
density = FALSE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
animate(src, 2 SECONDS, alpha = 0)
/obj/effect/energy_field/proc/diffuse_check()
diffused_for = max(0, diffused_for - 1)
if(diffused_for && !diffused)
diffused = TRUE
if(is_strong)
density_check(FALSE)
else if(!diffused_for && diffused)
diffused = FALSE
density_check(TRUE)
/obj/effect/energy_field/proc/Strengthen(var/severity)
strength += severity
if (strength < 0)
strength = 0
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
var/old_density = density
if(strength >= 1 && !is_strong)
is_strong = TRUE
density_check(TRUE)
else if(strength < 1 && is_strong)
is_strong = FALSE
density_check(FALSE)
if (density != old_density)
update_nearby_tiles()
diffuse_check()
/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
//Purpose: Determines if the object (or airflow) can pass this atom.
//Called by: Movement, airflow.
//Inputs: The moving atom (optional), target turf, "height" and air group
//Outputs: Boolean if can pass.
//return (!density || !height || air_group)
return (!density || air_group)