mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-29 19:11:51 +00:00
108 lines
4.1 KiB
Plaintext
108 lines
4.1 KiB
Plaintext
/obj/item/device/forcefield
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name = "forcefield projector"
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desc = "An experimental device that can create several forcefields at a distance."
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icon_state = "signmaker_engi"
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slot_flags = SLOT_BELT
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w_class = WEIGHT_CLASS_SMALL
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flags_1 = NOBLUDGEON_1
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item_state = "electronic"
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lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
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materials = list(MAT_METAL=250, MAT_GLASS=500)
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origin_tech = "magnets=5;engineering=5;powerstorage=4"
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var/max_shield_integrity = 250
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var/shield_integrity = 250
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var/max_fields = 3
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var/list/current_fields
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var/field_distance_limit = 7
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/obj/item/device/forcefield/afterattack(atom/target, mob/user, proximity_flag)
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if(!check_allowed_items(target, 1))
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return
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if(istype(target, /obj/structure/projected_forcefield))
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var/obj/structure/projected_forcefield/F = target
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if(F.generator == src)
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to_chat(user, "<span class='notice'>You deactivate [F].</span>")
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qdel(F)
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return
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var/turf/T = get_turf(target)
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if(T.density)
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return
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if(get_dist(T,src) > field_distance_limit)
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return
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if(LAZYLEN(current_fields) >= max_fields)
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to_chat(user, "<span class='notice'>[src] cannot sustain any more forcefields!</span>")
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return
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playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
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user.visible_message("<span class='warning'>[user] projects a forcefield!</span>","<span class='notice'>You project a forcefield.</span>")
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var/obj/structure/projected_forcefield/F = new(T, src)
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current_fields += F
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user.changeNext_move(CLICK_CD_MELEE)
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/obj/item/device/forcefield/attack_self(mob/user)
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if(LAZYLEN(current_fields))
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to_chat(user, "<span class='notice'>You deactivate [src], disabling all active forcefields.</span>")
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for(var/obj/structure/projected_forcefield/F in current_fields)
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qdel(F)
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/obj/item/device/forcefield/examine(mob/user)
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..()
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var/percent_charge = round((shield_integrity/max_shield_integrity)*100)
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to_chat(user, "<span class='notice'>It is currently sustaining [LAZYLEN(current_fields)]/[max_fields] fields, and it's [percent_charge]% charged.</span>")
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/obj/item/device/forcefield/Initialize(mapload)
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..()
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current_fields = list()
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START_PROCESSING(SSobj, src)
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/obj/item/device/forcefield/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/device/forcefield/process()
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if(!LAZYLEN(current_fields))
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shield_integrity = min(shield_integrity + 4, max_shield_integrity)
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else
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shield_integrity = max(shield_integrity - LAZYLEN(current_fields), 0) //fields degrade slowly over time
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for(var/obj/structure/projected_forcefield/F in current_fields)
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if(shield_integrity <= 0 || get_dist(F,src) > field_distance_limit)
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qdel(F)
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/obj/structure/projected_forcefield
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name = "forcefield"
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desc = "A glowing barrier, generated by a projector nearby. It could be overloaded if hit enough times."
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icon = 'icons/effects/effects.dmi'
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icon_state = "forcefield"
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layer = ABOVE_ALL_MOB_LAYER
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anchored = TRUE
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density = TRUE
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mouse_opacity = MOUSE_OPACITY_OPAQUE
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resistance_flags = INDESTRUCTIBLE
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CanAtmosPass = ATMOS_PASS_DENSITY
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armor = list(melee = 0, bullet = 25, laser = 50, energy = 50, bomb = 25, bio = 100, rad = 100, fire = 100, acid = 100)
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var/obj/item/device/forcefield/generator
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/obj/structure/projected_forcefield/Initialize(mapload, obj/item/device/forcefield/origin)
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. = ..()
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generator = origin
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/obj/structure/projected_forcefield/Destroy()
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visible_message("<span class='warning'>[src] flickers and disappears!</span>")
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playsound(src,'sound/weapons/resonator_blast.ogg',25,1)
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generator.current_fields -= src
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generator = null
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return ..()
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/obj/structure/projected_forcefield/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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return !density
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/obj/structure/projected_forcefield/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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playsound(loc, 'sound/weapons/egloves.ogg', 80, 1)
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/obj/structure/projected_forcefield/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
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if(sound_effect)
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play_attack_sound(damage_amount, damage_type, damage_flag)
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generator.shield_integrity = max(generator.shield_integrity - damage_amount, 0) |