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Bubberstation/code/game/objects/items/devices/forcefieldprojector.dm
GhomandGitHub 6eb2d1674a Implementing materials checks for techweb designs. (#96257)
## About The Pull Request
In similar fashion to what was done with crafting recipes last year,
this year it's time for techweb designs and printed items to be audited.
This is mostly just about consistency, we've a lot of items that can be
printed by protolathes, autolathes, circuit printers and techfab etc.
However they almost all (except most stacks, mainly) have custom
materials that do not match in one way or another with the materials
used by the design, which is what this PR is for.

"But items printed from lathes etc. already get the mats used to make
them." Yes, they do, however that isn't the case for items of the same
type that were spawned in some other way (cargo shuttle, space/maints
loot, mapped, admins), this create a subtle discrepancy. It isn't a huge
deal (in spite of the size of this PR, ton of designs), but given that I
have done something similar with crafting recipes before, I may as well
give it a second arc of some sort and bring things to completion. And
fix a few possible oversights.

TL;DR consistency and stuff

## Why It's Good For The Game
Consistency, unit test checks to make it harder not to be consistent in
the future. Still has a few TODOs like:

- [x] Fixed newly printed, fully charged RCDs costing less than the RCD
cartridges required to fully charge one. EDIT: I had to tweak the newly
added RDD as well because it suffered from the same fundamental issue.
- [x] Fixed plates being made of iron and yet shattering like ceramic
ones. A new subtype for metallic ones has been made.

## Changelog

🆑
refactor: Refactored a few things with techweb designs (the ones for
autolathes, protolathes, circuit printers, mechfabs etc.) to make sure
that the materials of items that can be made from these designs more
closely match the materials used to make them.
fix: Lizard fries no longer need a plate to be made, like all other
treats that used to require plates in a distant past.
balance: Tweaked the materials cost of RCD, RDD and RCD cartridges.
image: Oven trays now have a more metallic hue.
balance: Plates printed printed from lathes won't shatter like ceramic
ones, in virtue of them being made out of iron instead.
/🆑
2026-07-06 00:13:02 -07:00

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/obj/item/forcefield_projector
name = "forcefield projector"
desc = "An experimental device that can create several forcefields at a distance."
icon = 'icons/obj/devices/tool.dmi'
icon_state = "signmaker_forcefield"
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = NOBLUDGEON
inhand_icon_state = "electronic"
worn_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.25, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT)
var/max_shield_integrity = 250
var/shield_integrity = 250
var/max_fields = 3
var/list/current_fields
var/field_distance_limit = 7
/// Time it takes to materialize a forcefield.
var/creation_time = 1 SECONDS
/// Checks to make sure the projector isn't busy with making another forcefield.
var/force_proj_busy = FALSE
/obj/item/forcefield_projector/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
return ranged_interact_with_atom(interacting_with, user, modifiers)
/obj/item/forcefield_projector/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!check_allowed_items(interacting_with, not_inside = TRUE))
return NONE
if(istype(interacting_with, /obj/structure/projected_forcefield))
var/obj/structure/projected_forcefield/F = interacting_with
if(F.generator == src)
to_chat(user, span_notice("You deactivate [F]."))
qdel(F)
return ITEM_INTERACT_BLOCKING
var/turf/T = get_turf(interacting_with)
var/obj/structure/projected_forcefield/found_field = locate() in T
if(found_field)
to_chat(user, span_warning("There is already a forcefield in that location!"))
return ITEM_INTERACT_BLOCKING
if(T.density)
return ITEM_INTERACT_BLOCKING
if(get_dist(T,src) > field_distance_limit)
return ITEM_INTERACT_BLOCKING
if(get_turf(src) == T)
to_chat(user, span_warning("Target is too close, aborting!"))
return ITEM_INTERACT_BLOCKING
if(LAZYLEN(current_fields) >= max_fields)
to_chat(user, span_warning("[src] cannot sustain any more forcefields!"))
return ITEM_INTERACT_BLOCKING
if(force_proj_busy)
to_chat(user, span_notice("[src] is busy creating a forcefield."))
return ITEM_INTERACT_BLOCKING
playsound(loc, 'sound/machines/click.ogg', 20, TRUE)
if(creation_time)
force_proj_busy = TRUE
if(!do_after(user, creation_time, target = interacting_with))
force_proj_busy = FALSE
return ITEM_INTERACT_BLOCKING
force_proj_busy = FALSE
playsound(src,'sound/items/weapons/resonator_fire.ogg',50,TRUE)
user.visible_message(span_warning("[user] projects a forcefield!"),span_notice("You project a forcefield."))
var/obj/structure/projected_forcefield/F = new(T, src)
current_fields += F
user.changeNext_move(CLICK_CD_MELEE)
return ITEM_INTERACT_SUCCESS
/obj/item/forcefield_projector/attack_self(mob/user)
if(LAZYLEN(current_fields))
to_chat(user, span_notice("You deactivate [src], disabling all active forcefields."))
for(var/obj/structure/projected_forcefield/F in current_fields)
qdel(F)
/obj/item/forcefield_projector/examine(mob/user)
. = ..()
. += span_notice("It is currently sustaining [LAZYLEN(current_fields)]/[max_fields] fields, and it's [round((shield_integrity/max_shield_integrity)*100)]% charged.")
/obj/item/forcefield_projector/Initialize(mapload)
. = ..()
current_fields = list()
START_PROCESSING(SSobj, src)
/obj/item/forcefield_projector/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/forcefield_projector/process(seconds_per_tick)
if(!LAZYLEN(current_fields))
shield_integrity = min(shield_integrity + seconds_per_tick * 2, max_shield_integrity)
else
shield_integrity = max(shield_integrity - LAZYLEN(current_fields) * seconds_per_tick * 0.5, 0) //fields degrade slowly over time
for(var/obj/structure/projected_forcefield/F in current_fields)
if(shield_integrity <= 0 || get_dist(F,src) > field_distance_limit)
qdel(F)
/obj/structure/projected_forcefield
name = "forcefield"
desc = "A glowing barrier, generated by a projector nearby. It could be overloaded if hit enough times."
icon = 'icons/effects/effects.dmi'
icon_state = "forcefield"
layer = ABOVE_ALL_MOB_LAYER
plane = ABOVE_GAME_PLANE
anchored = TRUE
pass_flags_self = PASSGLASS
density = TRUE
mouse_opacity = MOUSE_OPACITY_OPAQUE
resistance_flags = INDESTRUCTIBLE
can_atmos_pass = ATMOS_PASS_DENSITY
armor_type = /datum/armor/structure_projected_forcefield
var/obj/item/forcefield_projector/generator
/datum/armor/structure_projected_forcefield
bullet = 25
laser = 50
energy = 50
bomb = 25
fire = 100
acid = 100
/obj/structure/projected_forcefield/Initialize(mapload, obj/item/forcefield_projector/origin)
. = ..()
generator = origin
/obj/structure/projected_forcefield/Destroy()
visible_message(span_warning("[src] flickers and disappears!"))
playsound(src,'sound/items/weapons/resonator_blast.ogg',25,TRUE)
if(generator)
generator.current_fields -= src
generator = null
return ..()
/obj/structure/projected_forcefield/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
playsound(loc, 'sound/items/weapons/egloves.ogg', 80, TRUE)
/obj/structure/projected_forcefield/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
if(sound_effect)
play_attack_sound(damage_amount, damage_type, damage_flag)
if(generator)
generator.shield_integrity = max(generator.shield_integrity - damage_amount, 0)