Files
Aurora.3/code/modules/shieldgen/energy_field.dm
mikomyazaki 7f466a2ce0 Adds shield diffusers and modifies shields - Continuation (#13398)
* Adds shield diffusers and modifies shields

* Addresses my own review comments on original PR.

* Linter error.

* Diffuser code tidying + improvement.

* Matt's review comment, missing leading /

Co-authored-by: TGW <mc-casper@hotmail.dk>
2022-04-04 19:25:30 +01:00

123 lines
3.6 KiB
Plaintext

//---------- actual energy field
/obj/effect/energy_field
name = "energy field"
desc = "A strong field of energy, capable of blocking movement as long as it's active."
icon = 'icons/obj/machines/shielding.dmi'
icon_state = "shieldsparkles"
alpha = 0
mouse_opacity = 0
anchored = 1
layer = 4.1 //just above mobs
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/I, mob/user)
user.do_attack_animation(src, I)
if(I.force < 10)
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."))
else
user.visible_message(SPAN_WARNING("[user] attacks \the [src] with \the [I]."), SPAN_WARNING("You attack \the [src] with \the [I]."))
Stress(I.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 = 1
animate(src, 2 SECONDS, alpha = 255)
else if(!turn_on)
alpha = 255
density = FALSE
mouse_opacity = 0
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)