mirror of
https://github.com/Aurorastation/Aurora.3.git
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* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
256 lines
8.0 KiB
Plaintext
256 lines
8.0 KiB
Plaintext
//like orange but only checks north/south/east/west for one step
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proc/cardinalrange(var/center)
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var/list/things = list()
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for(var/direction in cardinal)
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var/turf/T = get_step(center, direction)
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if(!T)
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continue
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things += T.contents
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return things
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/obj/machinery/am_shielding
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name = "antimatter reactor section"
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desc = "A shielding component for an antimatter reactor. Looks delicate."
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description_info = "Antimatter shielding sections must be beside an anchored control unit or another shielding section. If either are destroyed, the section will disappear."
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description_antag = "Antimatter shielding sections are delicate. Attacking the shielding unit with a damaging object will reduce its stability, as will explosions. If the stability hits zero, the reactor may explode."
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//icon = 'icons/obj/machines/antimatter.dmi'
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icon = 'icons/obj/machines/new_ame.dmi'
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icon_state = "shield"
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anchored = 1
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density = 1
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dir = 1
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use_power = 0//Living things generally dont use power
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idle_power_usage = 0
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active_power_usage = 0
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var/obj/machinery/power/am_control_unit/control_unit = null
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var/processing = 0//To track if we are in the update list or not, we need to be when we are damaged and if we ever
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var/stability = 100//If this gets low bad things tend to happen
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var/efficiency = 1//How many cores this core counts for when doing power processing, phoron in the air and stability could affect this
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var/coredirs = 0
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var/dirs = 0
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var/mapped = 0 //Set to 1 to ignore usual suicide if it doesn't immediately find a control_unit
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// Stupidly easy way to use it in maps
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/obj/machinery/am_shielding/map
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mapped = 1
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/obj/machinery/am_shielding/New(loc, var/obj/machinery/power/am_control_unit/AMC)
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..()
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if(!AMC)
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if (!mapped)
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WARNING("AME sector somehow created without a parent control unit!")
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controllerscan()
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return
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link_control(AMC)
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remove_machine(src)
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spawn (10)
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update_icon()
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/obj/machinery/am_shielding/proc/link_control(var/obj/machinery/power/am_control_unit/AMC)
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if(!istype(AMC))
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return 0
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if(control_unit && control_unit != AMC)
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return 0//Already have one
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control_unit = AMC
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return control_unit.add_shielding(src,1)
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/obj/machinery/am_shielding/Destroy()
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if(control_unit)
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control_unit.remove_shielding(src)
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if(processing)
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shutdown_core()
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visible_message("<span class='warning'>\The [src.name] melts!</span>")
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//Might want to have it leave a mess on the floor but no sprites for now
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return ..()
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/obj/machinery/am_shielding/proc/controllerscan(var/priorscan = 0)
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//Make sure we are the only one here
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if(!istype(src.loc, /turf))
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qdel(src)
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return
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for(var/obj/machinery/am_shielding/AMS in loc.contents)
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if(AMS == src)
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continue
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qdel(src)
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return
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//Search for shielding first
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for(var/obj/machinery/am_shielding/AMS in cardinalrange(src))
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if(AMS && AMS.control_unit && link_control(AMS.control_unit))
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break
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if(!control_unit)//No other guys nearby, look for a control unit
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for(var/obj/machinery/power/am_control_unit/AMC in cardinalrange(src))
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if(AMC.add_shielding(src))
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break
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if(!mapped) // Prevent rescanning and suicide if it's part of the map
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if(!priorscan)
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sleep(20)
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controllerscan(1)//Last chance
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return
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qdel(src)
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// Find surrounding unconnected shielding and add them to our controller
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/obj/machinery/am_shielding/proc/assimilate()
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if(!control_unit)
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return // nothing to share :'^(
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for(var/obj/machinery/am_shielding/neighbor in cardinalrange(src))
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if(neighbor && !neighbor.control_unit)
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neighbor.link_control(control_unit)
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neighbor.assimilate() // recursion is fun, right?
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/obj/machinery/am_shielding/Cross(atom/movable/mover, turf/target, height=1.5, air_group = 0)
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if(air_group || (height==0))
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return 1
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return 0
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/obj/machinery/am_shielding/process()
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if(!processing)
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. = PROCESS_KILL
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//TODO: core functions and stability
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//TODO: think about checking the airmix for phoron and increasing power output
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/obj/machinery/am_shielding/emp_act()//Immune due to not really much in the way of electronics.
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return 0
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/obj/machinery/am_shielding/ex_act(severity)
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switch(severity)
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if(1.0)
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stability -= 80
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if(2.0)
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stability -= 40
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if(3.0)
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stability -= 20
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/obj/machinery/am_shielding/update_icon()
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overlays.len = 0
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coredirs = 0
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dirs = 0
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for(var/direction in alldirs)
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var/turf/T = get_step(loc, direction)
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for(var/obj/machinery/machine in T)
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// Detect cores
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if((istype(machine, /obj/machinery/am_shielding) && machine:control_unit == control_unit && machine:processing))
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coredirs |= direction
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// Detect cores, shielding, and control boxen.
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if(direction in cardinal)
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if((istype(machine, /obj/machinery/am_shielding) && machine:control_unit == control_unit) || (istype(machine, /obj/machinery/power/am_control_unit) && machine == control_unit))
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dirs |= direction
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// If we're next to a core, set the prefix.
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var/prefix = ""
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var/icondirs = dirs
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if(coredirs)
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prefix="core"
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// Set our overlay
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icon_state = "[prefix]shield_[icondirs]"
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if(core_check())
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icon_state = "core[control_unit && control_unit.active]"
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if(!processing)
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setup_core()
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else if(processing)
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shutdown_core()
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/obj/machinery/am_shielding/attackby(obj/item/W, mob/user)
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if(!istype(W) || !user)
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return
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if(W.force > 10)
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stability -= W.force/2
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check_stability()
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..()
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return
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//Scans cards for shields or the control unit and if all there it
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/obj/machinery/am_shielding/proc/core_check()
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for(var/direction in alldirs)
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var/found_am_device=0
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for(var/obj/machinery/machine in get_step(loc, direction))
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if(!machine)
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continue
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if(istype(machine, /obj/machinery/am_shielding) || istype(machine, /obj/machinery/power/am_control_unit))
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found_am_device=1
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break
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if(!found_am_device)
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return 0
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return 1
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/obj/machinery/am_shielding/proc/setup_core()
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processing = 1
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if(!control_unit)
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return
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control_unit.linked_cores.Add(src)
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control_unit.reported_core_efficiency += efficiency
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/obj/machinery/am_shielding/proc/shutdown_core()
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processing = 0
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if(!control_unit)
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return
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control_unit.linked_cores.Remove(src)
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control_unit.reported_core_efficiency -= efficiency
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/obj/machinery/am_shielding/proc/check_stability(var/injecting_fuel = 0)
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if(stability > 0)
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return
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if(injecting_fuel && control_unit)
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control_unit.exploding = 1
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qdel(src)
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/obj/machinery/am_shielding/proc/recalc_efficiency(var/new_efficiency)//tbh still not 100% sure how I want to deal with efficiency so this is likely temp
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if(!control_unit || !processing)
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return
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if(stability < 50)
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new_efficiency /= 2
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control_unit.reported_core_efficiency += (new_efficiency - efficiency)
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efficiency = new_efficiency
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/obj/item/device/am_shielding_container
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name = "packaged antimatter reactor section"
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desc = "A section of antimatter reactor shielding. Do not eat."
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description_info = "To deploy, drop near an antimatter control unit or an existing deployed section and use your multitool on it."
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icon = 'icons/obj/machines/antimatter.dmi'
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icon_state = "box"
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item_state = "electronic"
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siemens_coefficient = 1
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throwforce = 5
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throw_speed = 1
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throw_range = 2
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/obj/item/device/am_shielding_container/attackby(var/obj/item/I, var/mob/user)
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if(ismultitool(I) && isturf(loc))
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if(locate(/obj/machinery/am_shielding/) in loc)
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to_chat(user, "<span class='warning'>\icon[src]There is already an antimatter reactor section there.</span>")
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return
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//Search for shielding first
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for(var/obj/machinery/am_shielding/AMS in cardinalrange(src))
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if(AMS.control_unit)
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new/obj/machinery/am_shielding(src.loc, AMS.control_unit)
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qdel(src)
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return
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//No other guys nearby, look for a control unit
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var/obj/machinery/power/am_control_unit/AMC = locate() in cardinalrange(src)
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if(AMC && AMC.anchored)
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new/obj/machinery/am_shielding(src.loc, AMC)
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qdel(src)
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else //Stranded & Alone
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to_chat(user, "<span class='warning'>\icon[src]Couldn't connect to an Antimatter Control Unit.</span>")
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return
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..()
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