mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-25 16:53:28 +00:00
Refactored the projectile code, mostly in line with TG's now. Refactored various procs that are used or depends on it. Projectiles can now ricochet if enabled to. Damage falloffs with distance. Homing projectiles can now have accuracy falloff with distance. Projectiles have a maximum range. Muzzle flash is configurable per projectile. Impact effect of the projectile is configurable per projectile. Accuracy decreases with distance. Projectiles work with signals and emits them, for easy hooking up from other parts of the code. Meatshielding is now less effective . Impact sound is now configurable per projectile. High risk.
369 lines
10 KiB
Plaintext
369 lines
10 KiB
Plaintext
/obj/machinery/shield
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name = "emergency energy shield"
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desc = "An energy shield used to contain hull breaches."
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icon = 'icons/effects/effects.dmi'
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icon_state = "shield-old"
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density = TRUE
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opacity = FALSE
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anchored = TRUE
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unacidable = TRUE
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atmos_canpass = CANPASS_NEVER
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var/health = 75 //The shield can only take so much beating (prevents perma-prisons)
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var/shield_generate_power = 2500 //how much power we use when regenerating
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var/shield_idle_power = 500 //how much power we use when just being sustained.
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/obj/machinery/shield/malfai
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name = "emergency forcefield"
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desc = "A forcefield which seems to be projected by the station's emergency atmosphere containment field."
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health = 100
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/obj/machinery/shield/malfai/process()
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health -= 0.5 // Slowly lose integrity over time
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check_failure()
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/obj/machinery/shield/proc/check_failure()
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var/health_percentage = (health / initial(health)) * 100
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switch(health_percentage)
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if(-INFINITY to 25)
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if(alpha != 150)
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animate(src, 1 SECOND, alpha = 150)
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if(26 to 50)
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if(alpha != 175)
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animate(src, 1 SECOND, alpha = 175)
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if(51 to 75)
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if(alpha != 210)
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animate(src, 1 SECOND, alpha = 210)
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if(76 to 90)
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if(alpha != 230)
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animate(src, 1 SECOND, alpha = 230)
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if(91 to INFINITY)
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if(alpha != initial(alpha))
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animate(src, 1 SECOND, alpha = initial(alpha))
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if(health <= 0)
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visible_message(SPAN_NOTICE("\The [src] dissipates!"))
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qdel(src)
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return
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/obj/machinery/shield/New()
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src.set_dir(pick(1,2,3,4))
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..()
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update_nearby_tiles(need_rebuild=1)
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/obj/machinery/shield/Destroy()
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opacity = FALSE
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density = FALSE
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update_nearby_tiles()
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return ..()
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/obj/machinery/shield/CanPass(atom/movable/mover, turf/target, height, air_group)
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if(mover?.movement_type & PHASING)
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return TRUE
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if(!height || air_group)
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return FALSE
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else
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return ..()
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/obj/machinery/shield/attackby(obj/item/attacking_item, mob/user)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.do_attack_animation(src, attacking_item)
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//Calculate damage
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var/aforce = attacking_item.force
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if(attacking_item.damtype == DAMAGE_BRUTE || attacking_item.damtype == DAMAGE_BURN)
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health -= aforce
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//Play a fitting sound
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playsound(src.loc, 'sound/effects/EMPulse.ogg', 75, 1)
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check_failure()
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..()
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/obj/machinery/shield/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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. = ..()
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if(. != BULLET_ACT_HIT)
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return .
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health -= hitting_projectile.get_structure_damage()
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check_failure()
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opacity = 1
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spawn(20) if(src) opacity = FALSE
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/obj/machinery/shield/ex_act(severity)
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switch(severity)
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if(1.0)
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if (prob(75))
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qdel(src)
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if(2.0)
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if (prob(50))
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qdel(src)
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if(3.0)
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if (prob(25))
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qdel(src)
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return
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/obj/machinery/shield/emp_act(severity)
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. = ..()
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switch(severity)
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if(EMP_HEAVY)
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qdel(src)
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if(EMP_LIGHT)
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if(prob(50))
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qdel(src)
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/obj/machinery/shield/hitby(atom/movable/hitting_atom, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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//Let everyone know we've been hit!
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visible_message(SPAN_NOTICE("<B>\[src] was hit by [hitting_atom].</B>"))
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//Super realistic, resource-intensive, real-time damage calculations.
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var/tforce = 0
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if(ismob(hitting_atom))
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tforce = 40
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else if(isobj(hitting_atom))
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var/obj/O = hitting_atom
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tforce = O.throwforce
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src.health -= tforce
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//This seemed to be the best sound for hitting a force field.
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playsound(src.loc, 'sound/effects/EMPulse.ogg', 100, 1)
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check_failure()
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//The shield becomes dense to absorb the blow.. purely asthetic.
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opacity = TRUE
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spawn(20) if(src) opacity = FALSE
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..()
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return
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/obj/machinery/shieldgen
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name = "emergency shield projector"
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desc = "Used to seal minor hull breaches."
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icon = 'icons/obj/machinery/shielding.dmi'
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icon_state = "shieldoff"
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density = TRUE
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opacity = FALSE
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anchored = FALSE
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req_access = list(ACCESS_ENGINE)
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var/health = 100
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var/active = FALSE
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var/malfunction = FALSE //Malfunction causes parts of the shield to slowly dissapate
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var/list/deployed_shields = list()
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var/list/regenerating = list()
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var/is_open = FALSE //Whether or not the wires are exposed
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var/locked = FALSE
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var/check_delay = 60 //periodically recheck if we need to rebuild a shield
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use_power = POWER_USE_OFF
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idle_power_usage = 0
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/obj/machinery/shieldgen/Destroy()
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collapse_shields()
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return ..()
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/obj/machinery/shieldgen/proc/shields_up()
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if(active) return FALSE //If it's already turned on, how did this get called?
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src.active = 1
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update_icon()
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create_shields()
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var/shield_power_usage
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for(var/obj/machinery/shield/shield_tile in deployed_shields)
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shield_power_usage += shield_tile.shield_idle_power
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change_power_consumption(shield_power_usage, POWER_USE_IDLE)
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update_use_power(POWER_USE_IDLE)
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/obj/machinery/shieldgen/proc/shields_down()
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if(!active) return FALSE //If it's already off, how did this get called?
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src.active = FALSE
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update_icon()
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collapse_shields()
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update_use_power(POWER_USE_OFF)
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/obj/machinery/shieldgen/proc/create_shields()
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for(var/T in RANGE_TURFS(2, src))
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var/turf/target_tile = T
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if(locate(/obj/machinery/shield) in target_tile)
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continue
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var/obj/item/tape/engineering/E = locate() in target_tile
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if(E?.shield_marker)
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deploy_shield(target_tile)
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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))
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if(malfunction && prob(33) || !malfunction)
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deploy_shield(target_tile)
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/obj/machinery/shieldgen/proc/deploy_shield(var/turf/T)
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var/obj/machinery/shield/S = new /obj/machinery/shield(T)
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deployed_shields += S
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use_power_oneoff(S.shield_generate_power)
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/obj/machinery/shieldgen/proc/collapse_shields()
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for(var/obj/machinery/shield/shield_tile in deployed_shields)
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qdel(shield_tile)
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/obj/machinery/shieldgen/power_change()
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..()
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if(!active) return
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if (stat & NOPOWER)
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collapse_shields()
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else
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create_shields()
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update_icon()
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/obj/machinery/shieldgen/process()
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if (!active || (stat & NOPOWER))
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return
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if(malfunction)
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if(deployed_shields.len && prob(5))
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qdel(pick(deployed_shields))
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else
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if (check_delay <= 0)
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create_shields()
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var/new_power_usage = 0
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for(var/obj/machinery/shield/shield_tile in deployed_shields)
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new_power_usage += shield_tile.shield_idle_power
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if (new_power_usage != idle_power_usage)
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change_power_consumption(new_power_usage, POWER_USE_IDLE)
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use_power_oneoff(0)
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check_delay = 60
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else
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check_delay--
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/obj/machinery/shieldgen/proc/checkhp()
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if(health <= 30)
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src.malfunction = 1
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if(health <= 0)
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spawn(0)
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explosion(get_turf(src.loc), 0, 0, 1, 0, 0, 0)
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qdel(src)
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update_icon()
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return
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/obj/machinery/shieldgen/ex_act(severity)
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switch(severity)
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if(1.0)
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src.health -= 75
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src.checkhp()
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if(2.0)
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src.health -= 30
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if (prob(15))
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src.malfunction = 1
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src.checkhp()
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if(3.0)
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src.health -= 10
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src.checkhp()
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return
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/obj/machinery/shieldgen/emp_act(severity)
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. = ..()
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switch(severity)
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if(EMP_HEAVY)
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src.health /= 2 //cut health in half
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malfunction = TRUE
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locked = pick(0,1)
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if(EMP_LIGHT)
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if(prob(50))
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src.health *= 0.3 //chop off a third of the health
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malfunction = TRUE
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checkhp()
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/obj/machinery/shieldgen/attack_hand(mob/user)
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if(locked)
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to_chat(user, SPAN_WARNING("The machine is locked!"))
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return
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if(is_open)
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to_chat(user, SPAN_WARNING("The panel must be closed before operating this machine."))
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return
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if (src.active)
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user.visible_message(SPAN_NOTICE("[icon2html(src, viewers(get_turf(src)))] [user] deactivates the shield generator."), \
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SPAN_NOTICE("[icon2html(src, viewers(get_turf(src)))] You deactivate the shield generator."), \
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"You hear heavy droning fade out.")
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src.shields_down()
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else
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if(anchored)
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user.visible_message(SPAN_NOTICE("[icon2html(src, viewers(get_turf(src)))] [user] activate the shield generator."), \
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SPAN_NOTICE("[icon2html(src, viewers(get_turf(src)))] You activate the shield generator."), \
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"You hear heavy droning.")
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src.shields_up()
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else
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to_chat(user, SPAN_WARNING("The device must first be secured to the floor."))
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return
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/obj/machinery/shieldgen/emag_act(var/remaining_charges, var/mob/user)
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if(!malfunction)
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malfunction = TRUE
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update_icon()
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return 1
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/obj/machinery/shieldgen/attackby(obj/item/attacking_item, mob/user)
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if(attacking_item.isscrewdriver())
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attacking_item.play_tool_sound(get_turf(src), 50)
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if(is_open)
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to_chat(user, SPAN_NOTICE("You close the panel."))
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is_open = FALSE
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else
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to_chat(user, SPAN_NOTICE("You open the panel and expose the wiring."))
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is_open = TRUE
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else if(attacking_item.iscoil() && malfunction && is_open)
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var/obj/item/stack/cable_coil/coil = attacking_item
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to_chat(user, SPAN_NOTICE("You begin to replace the wires."))
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//if(do_after(user, min(60, round( ((maxhealth/health)*10)+(malfunction*10) ))) //Take longer to repair heavier damage
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if(attacking_item.use_tool(src, user, 30, volume = 50))
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if (coil.use(1))
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health = initial(health)
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malfunction = FALSE
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to_chat(user, SPAN_NOTICE("You repair the [src]!"))
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update_icon()
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else if(attacking_item.iswrench())
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if(locked)
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to_chat(user, "The bolts are covered, unlocking this would retract the covers.")
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return
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if(anchored)
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attacking_item.play_tool_sound(get_turf(src), 100)
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to_chat(user, SPAN_NOTICE("You unsecure the [src] from the floor!"))
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if(active)
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to_chat(user, SPAN_NOTICE("The [src] shuts off!"))
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src.shields_down()
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anchored = FALSE
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else
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if(istype(get_turf(src), /turf/space)) return //No wrenching these in space!
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attacking_item.play_tool_sound(get_turf(src), 100)
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to_chat(user, SPAN_NOTICE("You secure the [src] to the floor!"))
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anchored = TRUE
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else if(attacking_item.GetID())
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if(src.allowed(user))
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src.locked = !src.locked
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to_chat(user, "The controls are now [src.locked ? "locked." : "unlocked."]")
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else
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to_chat(user, SPAN_WARNING("Access denied."))
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else
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..()
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/obj/machinery/shieldgen/update_icon()
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if(active && !(stat & NOPOWER))
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src.icon_state = malfunction ? "shieldonbr":"shieldon"
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else
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src.icon_state = malfunction ? "shieldoffbr":"shieldoff"
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return
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