/obj/machinery/field/containment name = "containment field" desc = "An energy field." icon = 'icons/obj/machines/engine/singularity.dmi' icon_state = "Contain_F" density = FALSE move_resist = INFINITY resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF use_power = NO_POWER_USE interaction_flags_atom = NONE interaction_flags_machine = NONE can_atmos_pass = ATMOS_PASS_NO light_range = 4 layer = ABOVE_OBJ_LAYER explosion_block = INFINITY ///First of the generators producing the containment field var/obj/machinery/field/generator/field_gen_1 = null ///Second of the generators producing the containment field var/obj/machinery/field/generator/field_gen_2 = null /obj/machinery/field/containment/Initialize(mapload) AddElement(/datum/element/blocks_explosives) . = ..() air_update_turf(TRUE, TRUE) RegisterSignal(src, COMSIG_ATOM_SINGULARITY_TRY_MOVE, PROC_REF(block_singularity)) var/static/list/loc_connections = list( COMSIG_ATOM_ENTERED = PROC_REF(on_entered), ) AddElement(/datum/element/connect_loc, loc_connections) AddElement(/datum/element/give_turf_traits, string_list(list(TRAIT_CONTAINMENT_FIELD))) /obj/machinery/field/containment/Destroy() if(field_gen_1) field_gen_1.fields -= src field_gen_1 = null if(field_gen_2) field_gen_2.fields -= src field_gen_2 = null can_atmos_pass = ATMOS_PASS_YES air_update_turf(TRUE, FALSE) return ..() //ATTACK HAND IGNORING PARENT RETURN VALUE /obj/machinery/field/containment/attack_hand(mob/user, list/modifiers) if(get_dist(src, user) > 1) return FALSE else shock(user) return TRUE /obj/machinery/field/containment/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers) shock(user) return TRUE /obj/machinery/field/containment/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BURN) playsound(loc, 'sound/effects/empulse.ogg', 75, TRUE) if(BRUTE) playsound(loc, 'sound/effects/empulse.ogg', 75, TRUE) /obj/machinery/field/containment/blob_act(obj/structure/blob/B) return FALSE /obj/machinery/field/containment/ex_act(severity, target) return FALSE /obj/machinery/field/containment/attack_animal(mob/living/simple_animal/user, list/modifiers) if(!field_gen_1 || !field_gen_2) qdel(src) return if(ismegafauna(user)) user.visible_message(span_warning("[user] glows fiercely as the containment field flickers out!")) field_gen_1.calc_power(INFINITY) //rip that 'containment' field user.adjustHealth(-user.obj_damage) else return ..() /obj/machinery/field/containment/proc/on_entered(datum/source, atom/movable/considered_atom) SIGNAL_HANDLER if(isliving(considered_atom)) var/mob/living/living_moving_through_field = considered_atom if(!living_moving_through_field.incorporeal_move) shock(considered_atom) if(ismachinery(considered_atom) || isstructure(considered_atom) || ismecha(considered_atom)) bump_field(considered_atom) /obj/machinery/field/containment/proc/set_master(master1,master2) if(!master1 || !master2) return FALSE field_gen_1 = master1 field_gen_2 = master2 return TRUE /obj/machinery/field/containment/proc/block_singularity() SIGNAL_HANDLER return SINGULARITY_TRY_MOVE_BLOCK /obj/machinery/field/containment/shock(mob/living/user) if(!field_gen_1 || !field_gen_2) qdel(src) return FALSE ..() /obj/machinery/field/containment/Move() qdel(src) return FALSE // Abstract Field Class // Used for overriding certain procs /obj/machinery/field ///Used to add a delay between shocks. In some cases this used to crash servers by spawning hundreds of sparks every second. var/has_shocked = FALSE /obj/machinery/field/Bumped(atom/movable/mover) if(has_shocked) return if(isliving(mover)) shock(mover) return if(ismachinery(mover) || isstructure(mover) || isvehicle(mover)) bump_field(mover) return /obj/machinery/field/CanAllowThrough(atom/movable/mover, border_dir) . = ..() if(has_shocked || isliving(mover) || ismachinery(mover) || isstructure(mover) || ismecha(mover)) return FALSE /obj/machinery/field/proc/shock(mob/living/user) var/shock_damage = min(rand(30,40),rand(30,40)) if(iscarbon(user)) user.Paralyze(10 SECONDS) user.electrocute_act(shock_damage, src, 1) else if(issilicon(user)) if(prob(20)) user.Stun(40) user.take_overall_damage(burn = shock_damage) user.visible_message(span_danger("[user.name] is shocked by \the [src]!"), \ span_userdanger("Energy pulse detected, system damaged!"), \ span_hear("You hear an electrical crack.")) user.updatehealth() bump_field(user) /obj/machinery/field/proc/clear_shock() has_shocked = FALSE /obj/machinery/field/proc/bump_field(atom/movable/considered_atom as mob|obj) if(has_shocked) return FALSE has_shocked = TRUE do_sparks(5, TRUE, considered_atom.loc) var/atom/target = get_edge_target_turf(considered_atom, get_dir(src, get_step_away(considered_atom, src))) if(isliving(considered_atom)) to_chat(considered_atom, span_userdanger("The field repels you with tremendous force!")) playsound(src, 'sound/effects/gravhit.ogg', 50, TRUE) considered_atom.throw_at(target, 200, 4) addtimer(CALLBACK(src, PROC_REF(clear_shock)), 0.5 SECONDS)