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
262 lines
9.7 KiB
Plaintext
262 lines
9.7 KiB
Plaintext
//renwicks: fictional unit to describe shield strength
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//a small meteor hit will deduct 1 renwick of strength from that shield tile
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//light explosion range will do 1 renwick's damage
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//medium explosion range will do 2 renwick's damage
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//heavy explosion range will do 3 renwick's damage
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//explosion damage is cumulative. if a tile is in range of light, medium and heavy damage, it will take a hit from all three
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/obj/machinery/shield_gen
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name = "bubble shield generator"
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desc = "Machine that generates an impenetrable field of energy when activated."
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icon = 'icons/obj/machines/shielding.dmi'
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icon_state = "generator0"
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var/active = 0
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var/field_radius = 3
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var/max_field_radius = 100
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var/list/field
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density = 1
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var/locked = 0
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var/average_field_strength = 0
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var/strengthen_rate = 0.2
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var/max_strengthen_rate = 0.5 //the maximum rate that the generator can increase the average field strength
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var/dissipation_rate = 0.030 //the percentage of the shield strength that needs to be replaced each second
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var/min_dissipation = 0.01 //will dissipate by at least this rate in renwicks per field tile (otherwise field would never dissipate completely as dissipation is a percentage)
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var/powered = 0
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var/check_powered = 1
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var/obj/machinery/shield_capacitor/owned_capacitor
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var/target_field_strength = 10
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var/max_field_strength = 10
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var/time_since_fail = 100
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var/energy_conversion_rate = 0.0002 //how many renwicks per watt?
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use_power = 0 //doesn't use APC power
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/obj/machinery/shield_gen/Initialize()
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for(var/obj/machinery/shield_capacitor/possible_cap in range(1, src))
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if(get_dir(possible_cap, src) == possible_cap.dir)
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owned_capacitor = possible_cap
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break
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field = list()
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. = ..()
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/obj/machinery/shield_gen/Destroy()
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for(var/obj/effect/energy_field/D in field)
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field.Remove(D)
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D.loc = null
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return ..()
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/obj/machinery/shield_gen/emag_act(var/remaining_charges, var/mob/user)
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if(prob(75))
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src.locked = !src.locked
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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. = 1
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updateDialog()
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spark(src, 5, alldirs)
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/obj/machinery/shield_gen/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/card/id))
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var/obj/item/weapon/card/id/C = W
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if(access_captain in C.access || access_security in C.access || access_engine in C.access)
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src.locked = !src.locked
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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updateDialog()
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else
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user << span("alert", "Access denied.")
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else if(istype(W, /obj/item/weapon/wrench))
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src.anchored = !src.anchored
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src.visible_message(span("notice", "\The [src] has been [anchored ? "bolted to the floor":"unbolted from the floor"] by \the [user]."))
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if(active)
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toggle()
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if(anchored)
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spawn(0)
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for(var/obj/machinery/shield_capacitor/cap in range(1, src))
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if(cap.owned_gen)
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continue
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if(get_dir(cap, src) == cap.dir && src.anchored)
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owned_capacitor = cap
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owned_capacitor.owned_gen = src
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updateDialog()
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break
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else
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if(owned_capacitor && owned_capacitor.owned_gen == src)
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owned_capacitor.owned_gen = null
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owned_capacitor = null
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else
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..()
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/obj/machinery/shield_gen/attack_ai(user as mob)
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return src.attack_hand(user)
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/obj/machinery/shield_gen/attack_hand(mob/user)
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if(stat & (BROKEN))
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return
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interact(user)
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/obj/machinery/shield_gen/interact(mob/user)
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if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN)) )
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if (!istype(user, /mob/living/silicon))
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user.unset_machine()
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user << browse(null, "window=shield_generator")
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return
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var/t = "<B>Shield Generator Control Console</B><BR><br>"
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if(locked)
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t += "<i>Swipe your ID card to begin.</i>"
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else
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t += "[owned_capacitor ? "<font color=green>Charge capacitor connected.</font>" : "<font color=red>Unable to locate charge capacitor!</font>"]<br>"
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t += "This generator is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
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t += "Field Status: [time_since_fail > 2 ? "<font color=green>Stable</font>" : "<font color=red>Unstable</font>"]<br>"
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t += "Coverage Radius (restart required): \
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<a href='?src=\ref[src];change_radius=-50'>---</a> \
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<a href='?src=\ref[src];change_radius=-5'>--</a> \
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<a href='?src=\ref[src];change_radius=-1'>-</a> \
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[field_radius] m \
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<a href='?src=\ref[src];change_radius=1'>+</a> \
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<a href='?src=\ref[src];change_radius=5'>++</a> \
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<a href='?src=\ref[src];change_radius=50'>+++</a><br>"
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t += "Overall Field Strength: [round(average_field_strength, 0.01)] Renwick ([target_field_strength ? round(100 * average_field_strength / target_field_strength, 0.1) : "NA"]%)<br>"
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t += "Upkeep Power: [round(field.len * max(average_field_strength * dissipation_rate, min_dissipation) / energy_conversion_rate)] W<br>"
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t += "Charge Rate: <a href='?src=\ref[src];strengthen_rate=-0.1'>--</a> \
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[strengthen_rate] Renwick/s \
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<a href='?src=\ref[src];strengthen_rate=0.1'>++</a><br>"
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t += "Shield Generation Power: [round(field.len * min(strengthen_rate, target_field_strength - average_field_strength) / energy_conversion_rate)] W<br>"
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t += "Maximum Field Strength: \
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<a href='?src=\ref[src];target_field_strength=-10'>\[min\]</a> \
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<a href='?src=\ref[src];target_field_strength=-5'>--</a> \
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<a href='?src=\ref[src];target_field_strength=-1'>-</a> \
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[target_field_strength] Renwick \
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<a href='?src=\ref[src];target_field_strength=1'>+</a> \
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<a href='?src=\ref[src];target_field_strength=5'>++</a> \
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<a href='?src=\ref[src];target_field_strength=10'>\[max\]</a><br>"
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t += "<hr>"
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t += "<A href='?src=\ref[src]'>Refresh</A> "
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t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
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user << browse(t, "window=shield_generator;size=500x400")
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user.set_machine(src)
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/obj/machinery/shield_gen/process()
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if (!anchored && active)
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toggle()
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average_field_strength = max(average_field_strength, 0)
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if(field.len)
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time_since_fail++
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var/total_renwick_increase = 0 //the amount of renwicks that the generator can add this tick, over the entire field
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var/renwick_upkeep_per_field = max(average_field_strength * dissipation_rate, min_dissipation)
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//figure out how much energy we need to draw from the capacitor
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if(active && owned_capacitor && owned_capacitor.active)
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var/target_renwick_increase = min(target_field_strength - average_field_strength, strengthen_rate) + renwick_upkeep_per_field //per field tile
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var/required_energy = field.len * target_renwick_increase / energy_conversion_rate
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var/assumed_charge = min(owned_capacitor.stored_charge, required_energy)
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total_renwick_increase = assumed_charge * energy_conversion_rate
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owned_capacitor.stored_charge -= assumed_charge
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else
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renwick_upkeep_per_field = max(renwick_upkeep_per_field, 0.5)
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var/renwick_increase_per_field = total_renwick_increase/field.len //per field tile
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average_field_strength = 0 //recalculate the average field strength
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for(var/obj/effect/energy_field/E in field)
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var/amount_to_strengthen = renwick_increase_per_field - renwick_upkeep_per_field
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if(E.ticks_recovering > 0 && amount_to_strengthen > 0)
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E.Strengthen( min(amount_to_strengthen / 10, 0.1) )
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E.ticks_recovering -= 1
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else
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E.Strengthen(amount_to_strengthen)
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average_field_strength += E.strength
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average_field_strength /= field.len
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if(average_field_strength < 1)
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time_since_fail = 0
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else
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average_field_strength = 0
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/obj/machinery/shield_gen/Topic(href, href_list[])
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..()
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if( href_list["close"] )
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usr << browse(null, "window=shield_generator")
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usr.unset_machine()
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return
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else if( href_list["toggle"] )
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if (!active && !anchored)
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usr << "\red The [src] needs to be firmly secured to the floor first."
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return
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toggle()
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else if( href_list["change_radius"] )
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field_radius = between(0, field_radius + text2num(href_list["change_radius"]), max_field_radius)
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else if( href_list["strengthen_rate"] )
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strengthen_rate = between(0, strengthen_rate + text2num(href_list["strengthen_rate"]), max_strengthen_rate)
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else if( href_list["target_field_strength"] )
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target_field_strength = between(1, target_field_strength + text2num(href_list["target_field_strength"]), max_field_strength)
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updateDialog()
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/obj/machinery/shield_gen/ex_act(var/severity)
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if(active)
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toggle()
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return ..()
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/obj/machinery/shield_gen/proc/toggle()
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set background = 1
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active = !active
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update_icon()
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if(active)
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var/list/covered_turfs = get_shielded_turfs()
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var/turf/T = get_turf(src)
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if(T in covered_turfs)
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covered_turfs.Remove(T)
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for(var/turf/O in covered_turfs)
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var/obj/effect/energy_field/E = new(O)
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field.Add(E)
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covered_turfs = null
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for(var/mob/M in view(5,src))
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M << "\icon[src] You hear heavy droning start up."
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else
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for(var/obj/effect/energy_field/D in field)
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field.Remove(D)
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D.loc = null
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for(var/mob/M in view(5,src))
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M << "\icon[src] You hear heavy droning fade out."
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/obj/machinery/shield_gen/update_icon()
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if(stat & BROKEN)
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icon_state = "broke"
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else
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if (src.active)
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icon_state = "generator1"
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else
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icon_state = "generator0"
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//TODO MAKE THIS MULTIZ COMPATIBLE
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//grab the border tiles in a circle around this machine
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/obj/machinery/shield_gen/proc/get_shielded_turfs()
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var/list/out = list()
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var/turf/gen_turf = get_turf(src)
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if (!gen_turf)
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return
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var/turf/T
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for (var/x_offset = -field_radius; x_offset <= field_radius; x_offset++)
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T = locate(gen_turf.x + x_offset, gen_turf.y - field_radius, gen_turf.z)
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if (T) out += T
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T = locate(gen_turf.x + x_offset, gen_turf.y + field_radius, gen_turf.z)
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if (T) out += T
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for (var/y_offset = -field_radius+1; y_offset < field_radius; y_offset++)
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T = locate(gen_turf.x - field_radius, gen_turf.y + y_offset, gen_turf.z)
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if (T) out += T
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T = locate(gen_turf.x + field_radius, gen_turf.y + y_offset, gen_turf.z)
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if (T) out += T
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return out
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