mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-22 08:01:06 +00:00
* 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
328 lines
8.4 KiB
Plaintext
328 lines
8.4 KiB
Plaintext
/obj/machinery/shield
|
|
name = "Emergency energy shield"
|
|
desc = "An energy shield used to contain hull breaches."
|
|
icon = 'icons/effects/effects.dmi'
|
|
icon_state = "shield-old"
|
|
density = 1
|
|
opacity = 0
|
|
anchored = 1
|
|
unacidable = 1
|
|
var/const/max_health = 200
|
|
var/health = max_health //The shield can only take so much beating (prevents perma-prisons)
|
|
var/shield_generate_power = 7500 //how much power we use when regenerating
|
|
var/shield_idle_power = 1500 //how much power we use when just being sustained.
|
|
|
|
/obj/machinery/shield/malfai
|
|
name = "emergency forcefield"
|
|
desc = "A weak forcefield which seems to be projected by the station's emergency atmosphere containment field"
|
|
health = max_health/2 // Half health, it's not suposed to resist much.
|
|
|
|
/obj/machinery/shield/malfai/process()
|
|
health -= 0.5 // Slowly lose integrity over time
|
|
check_failure()
|
|
|
|
/obj/machinery/shield/proc/check_failure()
|
|
if (src.health <= 0)
|
|
visible_message("<span class='notice'>\The [src] dissipates!</span>")
|
|
qdel(src)
|
|
return
|
|
|
|
/obj/machinery/shield/New()
|
|
src.set_dir(pick(1,2,3,4))
|
|
..()
|
|
update_nearby_tiles(need_rebuild=1)
|
|
|
|
/obj/machinery/shield/Destroy()
|
|
opacity = 0
|
|
density = 0
|
|
update_nearby_tiles()
|
|
return ..()
|
|
|
|
/obj/machinery/shield/CanPass(atom/movable/mover, turf/target, height, air_group)
|
|
if(!height || air_group) return 0
|
|
else return ..()
|
|
|
|
/obj/machinery/shield/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
|
if(!istype(W)) return
|
|
|
|
//Calculate damage
|
|
var/aforce = W.force
|
|
if(W.damtype == BRUTE || W.damtype == BURN)
|
|
src.health -= aforce
|
|
|
|
//Play a fitting sound
|
|
playsound(src.loc, 'sound/effects/EMPulse.ogg', 75, 1)
|
|
|
|
check_failure()
|
|
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
|
|
|
|
..()
|
|
|
|
/obj/machinery/shield/bullet_act(var/obj/item/projectile/Proj)
|
|
health -= Proj.get_structure_damage()
|
|
..()
|
|
check_failure()
|
|
opacity = 1
|
|
spawn(20) if(src) opacity = 0
|
|
|
|
/obj/machinery/shield/ex_act(severity)
|
|
switch(severity)
|
|
if(1.0)
|
|
if (prob(75))
|
|
qdel(src)
|
|
if(2.0)
|
|
if (prob(50))
|
|
qdel(src)
|
|
if(3.0)
|
|
if (prob(25))
|
|
qdel(src)
|
|
return
|
|
|
|
/obj/machinery/shield/emp_act(severity)
|
|
switch(severity)
|
|
if(1)
|
|
qdel(src)
|
|
if(2)
|
|
if(prob(50))
|
|
qdel(src)
|
|
|
|
|
|
/obj/machinery/shield/hitby(AM as mob|obj)
|
|
//Let everyone know we've been hit!
|
|
visible_message("<span class='notice'><B>\[src] was hit by [AM].</B></span>")
|
|
|
|
//Super realistic, resource-intensive, real-time damage calculations.
|
|
var/tforce = 0
|
|
if(ismob(AM))
|
|
tforce = 40
|
|
else
|
|
tforce = AM:throwforce
|
|
|
|
src.health -= tforce
|
|
|
|
//This seemed to be the best sound for hitting a force field.
|
|
playsound(src.loc, 'sound/effects/EMPulse.ogg', 100, 1)
|
|
|
|
check_failure()
|
|
|
|
//The shield becomes dense to absorb the blow.. purely asthetic.
|
|
opacity = 1
|
|
spawn(20) if(src) opacity = 0
|
|
|
|
..()
|
|
return
|
|
/obj/machinery/shieldgen
|
|
name = "Emergency shield projector"
|
|
desc = "Used to seal minor hull breaches."
|
|
icon = 'icons/obj/objects.dmi'
|
|
icon_state = "shieldoff"
|
|
density = 1
|
|
opacity = 0
|
|
anchored = 0
|
|
req_access = list(access_engine)
|
|
var/const/max_health = 100
|
|
var/health = max_health
|
|
var/active = 0
|
|
var/malfunction = 0 //Malfunction causes parts of the shield to slowly dissapate
|
|
var/list/deployed_shields = list()
|
|
var/list/regenerating = list()
|
|
var/is_open = 0 //Whether or not the wires are exposed
|
|
var/locked = 0
|
|
var/check_delay = 60 //periodically recheck if we need to rebuild a shield
|
|
use_power = 0
|
|
idle_power_usage = 0
|
|
|
|
/obj/machinery/shieldgen/Destroy()
|
|
collapse_shields()
|
|
return ..()
|
|
|
|
/obj/machinery/shieldgen/proc/shields_up()
|
|
if(active) return 0 //If it's already turned on, how did this get called?
|
|
|
|
src.active = 1
|
|
update_icon()
|
|
|
|
create_shields()
|
|
|
|
idle_power_usage = 0
|
|
for(var/obj/machinery/shield/shield_tile in deployed_shields)
|
|
idle_power_usage += shield_tile.shield_idle_power
|
|
update_use_power(1)
|
|
|
|
/obj/machinery/shieldgen/proc/shields_down()
|
|
if(!active) return 0 //If it's already off, how did this get called?
|
|
|
|
src.active = 0
|
|
update_icon()
|
|
|
|
collapse_shields()
|
|
|
|
update_use_power(0)
|
|
|
|
/obj/machinery/shieldgen/proc/create_shields()
|
|
for(var/turf/target_tile in range(2, src))
|
|
if (istype(target_tile,/turf/space) && !(locate(/obj/machinery/shield) in target_tile))
|
|
if (malfunction && prob(33) || !malfunction)
|
|
var/obj/machinery/shield/S = new/obj/machinery/shield(target_tile)
|
|
deployed_shields += S
|
|
use_power(S.shield_generate_power)
|
|
|
|
/obj/machinery/shieldgen/proc/collapse_shields()
|
|
for(var/obj/machinery/shield/shield_tile in deployed_shields)
|
|
qdel(shield_tile)
|
|
|
|
/obj/machinery/shieldgen/power_change()
|
|
..()
|
|
if(!active) return
|
|
if (stat & NOPOWER)
|
|
collapse_shields()
|
|
else
|
|
create_shields()
|
|
update_icon()
|
|
|
|
/obj/machinery/shieldgen/process()
|
|
if (!active || (stat & NOPOWER))
|
|
return
|
|
|
|
if(malfunction)
|
|
if(deployed_shields.len && prob(5))
|
|
qdel(pick(deployed_shields))
|
|
else
|
|
if (check_delay <= 0)
|
|
create_shields()
|
|
|
|
var/new_power_usage = 0
|
|
for(var/obj/machinery/shield/shield_tile in deployed_shields)
|
|
new_power_usage += shield_tile.shield_idle_power
|
|
|
|
if (new_power_usage != idle_power_usage)
|
|
idle_power_usage = new_power_usage
|
|
use_power(0)
|
|
|
|
check_delay = 60
|
|
else
|
|
check_delay--
|
|
|
|
/obj/machinery/shieldgen/proc/checkhp()
|
|
if(health <= 30)
|
|
src.malfunction = 1
|
|
if(health <= 0)
|
|
spawn(0)
|
|
explosion(get_turf(src.loc), 0, 0, 1, 0, 0, 0)
|
|
qdel(src)
|
|
update_icon()
|
|
return
|
|
|
|
/obj/machinery/shieldgen/ex_act(severity)
|
|
switch(severity)
|
|
if(1.0)
|
|
src.health -= 75
|
|
src.checkhp()
|
|
if(2.0)
|
|
src.health -= 30
|
|
if (prob(15))
|
|
src.malfunction = 1
|
|
src.checkhp()
|
|
if(3.0)
|
|
src.health -= 10
|
|
src.checkhp()
|
|
return
|
|
|
|
/obj/machinery/shieldgen/emp_act(severity)
|
|
switch(severity)
|
|
if(1)
|
|
src.health /= 2 //cut health in half
|
|
malfunction = 1
|
|
locked = pick(0,1)
|
|
if(2)
|
|
if(prob(50))
|
|
src.health *= 0.3 //chop off a third of the health
|
|
malfunction = 1
|
|
checkhp()
|
|
|
|
/obj/machinery/shieldgen/attack_hand(mob/user as mob)
|
|
if(locked)
|
|
user << "The machine is locked, you are unable to use it."
|
|
return
|
|
if(is_open)
|
|
user << "The panel must be closed before operating this machine."
|
|
return
|
|
|
|
if (src.active)
|
|
user.visible_message("\blue \icon[src] [user] deactivated the shield generator.", \
|
|
"\blue \icon[src] You deactivate the shield generator.", \
|
|
"You hear heavy droning fade out.")
|
|
src.shields_down()
|
|
else
|
|
if(anchored)
|
|
user.visible_message("\blue \icon[src] [user] activated the shield generator.", \
|
|
"\blue \icon[src] You activate the shield generator.", \
|
|
"You hear heavy droning.")
|
|
src.shields_up()
|
|
else
|
|
user << "The device must first be secured to the floor."
|
|
return
|
|
|
|
/obj/machinery/shieldgen/emag_act(var/remaining_charges, var/mob/user)
|
|
if(!malfunction)
|
|
malfunction = 1
|
|
update_icon()
|
|
return 1
|
|
|
|
/obj/machinery/shieldgen/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
|
if(istype(W, /obj/item/weapon/screwdriver))
|
|
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
|
|
if(is_open)
|
|
user << "\blue You close the panel."
|
|
is_open = 0
|
|
else
|
|
user << "\blue You open the panel and expose the wiring."
|
|
is_open = 1
|
|
|
|
else if(istype(W, /obj/item/stack/cable_coil) && malfunction && is_open)
|
|
var/obj/item/stack/cable_coil/coil = W
|
|
user << "<span class='notice'>You begin to replace the wires.</span>"
|
|
//if(do_after(user, min(60, round( ((maxhealth/health)*10)+(malfunction*10) ))) //Take longer to repair heavier damage
|
|
if(do_after(user, 30))
|
|
if (coil.use(1))
|
|
health = max_health
|
|
malfunction = 0
|
|
user << "<span class='notice'>You repair the [src]!</span>"
|
|
update_icon()
|
|
|
|
else if(istype(W, /obj/item/weapon/wrench))
|
|
if(locked)
|
|
user << "The bolts are covered, unlocking this would retract the covers."
|
|
return
|
|
if(anchored)
|
|
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
|
|
user << "\blue You unsecure the [src] from the floor!"
|
|
if(active)
|
|
user << "\blue The [src] shuts off!"
|
|
src.shields_down()
|
|
anchored = 0
|
|
else
|
|
if(istype(get_turf(src), /turf/space)) return //No wrenching these in space!
|
|
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
|
|
user << "\blue You secure the [src] to the floor!"
|
|
anchored = 1
|
|
|
|
|
|
else if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
|
|
if(src.allowed(user))
|
|
src.locked = !src.locked
|
|
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
|
|
else
|
|
user << "\red Access denied."
|
|
|
|
else
|
|
..()
|
|
|
|
|
|
/obj/machinery/shieldgen/update_icon()
|
|
if(active && !(stat & NOPOWER))
|
|
src.icon_state = malfunction ? "shieldonbr":"shieldon"
|
|
else
|
|
src.icon_state = malfunction ? "shieldoffbr":"shieldoff"
|
|
return
|