mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-11 09:22:41 +00:00
/obj/effects is now /obj/effect. /obj/station_objects is now /obj/structure. Did a bit of minor blob work. The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly. Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up. The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
512 lines
13 KiB
Plaintext
512 lines
13 KiB
Plaintext
/obj/machinery/shieldgen
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name = "Shield generator"
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desc = "Used to seal minor hull breaches."
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icon = 'objects.dmi'
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icon_state = "shieldoff"
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var/active = 0
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var/health = 100
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var/malfunction = 0
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density = 1
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opacity = 0
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anchored = 0
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pressure_resistance = 2*ONE_ATMOSPHERE
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#define maxstoredpower 500
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/obj/machinery/shieldwallgen
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name = "Shield Generator"
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desc = "A shield generator."
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icon = 'stationobjs.dmi'
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icon_state = "Shield_Gen"
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anchored = 0
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density = 1
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req_access = list(access_security)
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var/active = 0
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var/power = 0
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var/state = 0
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var/steps = 0
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var/last_check = 0
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var/check_delay = 10
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var/recalc = 0
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var/locked = 1
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var/destroyed = 0
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var/directwired = 1
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// var/maxshieldload = 200
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var/obj/structure/cable/attached // the attached cable
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var/storedpower = 0
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flags = FPRINT | CONDUCT
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use_power = 0
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/obj/machinery/shield
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name = "shield"
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desc = "An energy shield."
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icon = 'effects.dmi'
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icon_state = "shieldsparkles"
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density = 1
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opacity = 1
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anchored = 1
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unacidable = 1
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/obj/machinery/shieldwall
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name = "Shield"
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desc = "An energy shield."
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icon = 'effects.dmi'
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icon_state = "shieldwall"
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anchored = 1
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density = 1
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unacidable = 1
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var/needs_power = 0
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var/active = 1
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// var/power = 10
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var/delay = 5
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var/last_active
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var/mob/U
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var/obj/machinery/shieldwallgen/gen_primary
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var/obj/machinery/shieldwallgen/gen_secondary
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/obj/machinery/shieldgen/Del()
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for(var/obj/machinery/shield/shield_tile in deployed_shields)
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del(shield_tile)
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..()
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/obj/machinery/shieldgen/var/list/obj/machinery/shield/deployed_shields
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/obj/machinery/shieldgen/proc
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shields_up()
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if(active) return 0
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for(var/turf/target_tile in range(2, src))
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if (istype(target_tile,/turf/space) && !(locate(/obj/machinery/shield) in target_tile))
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if (malfunction && prob(33) || !malfunction)
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deployed_shields += new /obj/machinery/shield(target_tile)
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src.anchored = 1
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src.active = 1
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src.icon_state = malfunction ? "shieldonbr":"shieldon"
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spawn src.process()
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shields_down()
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if(!active) return 0
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for(var/obj/machinery/shield/shield_tile in deployed_shields)
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del(shield_tile)
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src.anchored = 0
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src.active = 0
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src.icon_state = malfunction ? "shieldoffbr":"shieldoff"
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/obj/machinery/shieldgen/process()
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if(active)
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src.icon_state = malfunction ? "shieldonbr":"shieldon"
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if(malfunction)
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while(prob(10))
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del(pick(deployed_shields))
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spawn(30)
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src.process()
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return
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/obj/machinery/shieldgen/proc/checkhp()
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if(health <= 30)
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src.malfunction = 1
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if(health <= 10 && prob(75))
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del(src)
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if (active)
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src.icon_state = malfunction ? "shieldonbr":"shieldon"
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else
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src.icon_state = malfunction ? "shieldoffbr":"shieldoff"
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return
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/obj/machinery/shieldgen/meteorhit(obj/O as obj)
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src.health -= 25
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if (prob(5))
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src.malfunction = 1
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src.checkhp()
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return
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/obj/machinery/shield/meteorhit(obj/O as obj)
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if (prob(75))
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del(src)
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return
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/obj/machinery/shieldgen/ex_act(severity)
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switch(severity)
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if(1.0)
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src.health -= 75
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src.checkhp()
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if(2.0)
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src.health -= 30
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if (prob(15))
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src.malfunction = 1
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src.checkhp()
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if(3.0)
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src.health -= 10
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src.checkhp()
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return
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/obj/machinery/shield/ex_act(severity)
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switch(severity)
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if(1.0)
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if (prob(75))
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del(src)
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if(2.0)
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if (prob(50))
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del(src)
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if(3.0)
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if (prob(25))
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del(src)
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return
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/obj/machinery/shieldgen/attack_hand(mob/user as mob)
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if (src.active)
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user.visible_message("\blue \icon[src] [user] deactivated the shield generator.", \
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"\blue \icon[src] You deactivate the shield generator.", \
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"You hear heavy droning fade out.")
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src.shields_down()
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else
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user.visible_message("\blue \icon[src] [user] activated the shield generator.", \
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"\blue \icon[src] You activate the shield generator.", \
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"You hear heavy droning.")
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src.shields_up()
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////FIELD GEN START //shameless copypasta from fieldgen, powersink, and grille
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/obj/machinery/shieldwallgen/proc/power()
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if(!anchored)
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power = 0
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return 0
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var/turf/T = src.loc
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var/obj/structure/cable/C = T.get_cable_node()
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var/net
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if (C)
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net = C.netnum // find the powernet of the connected cable
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if(!net)
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power = 0
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return 0
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var/datum/powernet/PN = powernets[net] // find the powernet. Magic code, voodoo code.
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if(!PN)
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power = 0
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return 0
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var/surplus = max(PN.avail-PN.load, 0)
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var/shieldload = min(rand(50,200), surplus)
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if(shieldload==0 && !storedpower) // no cable or no power, and no power stored
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power = 0
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return 0
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else
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power = 1 // IVE GOT THE POWER!
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if(PN) //runtime errors fixer. They were caused by PN.newload trying to access missing network in case of working on stored power.
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storedpower += shieldload
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PN.newload += shieldload //uses powernet power.
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// message_admins("[PN.load]", 1)
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// use_power(250) //uses APC power
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/obj/machinery/shieldwallgen/attack_hand(mob/user as mob)
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if(state != 1)
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user << "\red The shield generator needs to be firmly secured to the floor first."
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return 1
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if(src.locked && !istype(user, /mob/living/silicon))
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user << "\red The controls are locked!"
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return 1
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if(power != 1)
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user << "\red The shield generator needs to be powered by wire underneath."
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return 1
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if(src.active >= 1)
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src.active = 0
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icon_state = "Shield_Gen"
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user.visible_message("[user] turned the shield generator off.", \
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"You turn off the shield generator.", \
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"You hear heavy droning fade out.")
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src.cleanup()
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else
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src.active = 1
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icon_state = "Shield_Gen +a"
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user.visible_message("[user] turned the shield generator on.", \
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"You turn on the shield generator.", \
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"You hear heavy droning.")
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src.add_fingerprint(user)
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/obj/machinery/shieldwallgen/process()
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spawn(100)
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power()
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if(power)
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storedpower -= 50 //this way it can survive longer and survive at all
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if(storedpower >= maxstoredpower)
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storedpower = maxstoredpower
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if(storedpower <= 0)
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storedpower = 0
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// if(shieldload >= maxshieldload) //there was a loop caused by specifics of process(), so this was needed.
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// shieldload = maxshieldload
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if(src.active == 1)
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if(!src.state == 1)
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src.active = 0
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return
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spawn(1)
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setup_field(1)
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spawn(2)
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setup_field(2)
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spawn(3)
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setup_field(4)
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spawn(4)
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setup_field(8)
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src.active = 2
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if(src.active >= 1)
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if(src.power == 0)
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src.visible_message("\red The [src.name] shuts down due to lack of power!", \
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"You hear heavy droning fade out")
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icon_state = "Shield_Gen"
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src.active = 0
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spawn(1)
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src.cleanup(1)
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spawn(1)
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src.cleanup(2)
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spawn(1)
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src.cleanup(4)
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spawn(1)
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src.cleanup(8)
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/obj/machinery/shieldwallgen/proc/setup_field(var/NSEW = 0)
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var/turf/T = src.loc
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var/turf/T2 = src.loc
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var/obj/machinery/shieldwallgen/G
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var/steps = 0
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var/oNSEW = 0
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if(!NSEW)//Make sure its ran right
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return
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if(NSEW == 1)
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oNSEW = 2
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else if(NSEW == 2)
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oNSEW = 1
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else if(NSEW == 4)
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oNSEW = 8
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else if(NSEW == 8)
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oNSEW = 4
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for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator
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T = get_step(T2, NSEW)
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T2 = T
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steps += 1
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if(locate(/obj/machinery/shieldwallgen) in T)
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G = (locate(/obj/machinery/shieldwallgen) in T)
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steps -= 1
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if(!G.active)
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return
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G.cleanup(oNSEW)
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break
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if(isnull(G))
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return
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T2 = src.loc
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for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
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var/field_dir = get_dir(T2,get_step(T2, NSEW))
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T = get_step(T2, NSEW)
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T2 = T
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var/obj/machinery/shieldwall/CF = new/obj/machinery/shieldwall/(src, G) //(ref to this gen, ref to connected gen)
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CF.loc = T
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CF.dir = field_dir
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/obj/machinery/shieldwallgen/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/wrench))
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if(active)
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user << "Turn off the field generator first."
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return
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else if(state == 0)
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state = 1
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playsound(src.loc, 'Ratchet.ogg', 75, 1)
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user << "You secure the external reinforcing bolts to the floor."
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src.anchored = 1
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return
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else if(state == 1)
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state = 0
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playsound(src.loc, 'Ratchet.ogg', 75, 1)
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user << "You undo the external reinforcing bolts."
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src.anchored = 0
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return
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if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if (src.allowed(user))
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src.locked = !src.locked
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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else
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user << "\red Access denied."
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else
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src.add_fingerprint(user)
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user << "\red You hit the [src.name] with your [W.name]!"
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for(var/mob/M in viewers(src))
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if(M == user) continue
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M.show_message("\red The [src.name] has been hit with the [W.name] by [user.name]!")
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/obj/machinery/shieldwallgen/proc/cleanup(var/NSEW)
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var/obj/machinery/shieldwall/F
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var/obj/machinery/shieldwallgen/G
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var/turf/T = src.loc
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var/turf/T2 = src.loc
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for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for fields
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T = get_step(T2, NSEW)
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T2 = T
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if(locate(/obj/machinery/shieldwall) in T)
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F = (locate(/obj/machinery/shieldwall) in T)
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del(F)
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if(locate(/obj/machinery/shieldwallgen) in T)
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G = (locate(/obj/machinery/shieldwallgen) in T)
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if(!G.active)
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break
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/obj/machinery/shieldwallgen/Del()
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src.cleanup(1)
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src.cleanup(2)
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src.cleanup(4)
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src.cleanup(8)
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..()
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/obj/machinery/shieldwallgen/bullet_act(var/obj/item/projectile/Proj)
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storedpower -= Proj.damage
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..()
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return
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/obj/machinery/shield
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New()
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src.dir = pick(1,2,3,4)
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..()
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update_nearby_tiles(need_rebuild=1)
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Del()
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update_nearby_tiles()
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..()
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CanPass(atom/movable/mover, turf/target, height, air_group)
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if(!height || air_group) return 0
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else return ..()
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proc/update_nearby_tiles(need_rebuild)
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if(!air_master) return 0
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var/turf/simulated/source = loc
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var/turf/simulated/north = get_step(source,NORTH)
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var/turf/simulated/south = get_step(source,SOUTH)
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var/turf/simulated/east = get_step(source,EAST)
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var/turf/simulated/west = get_step(source,WEST)
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if(need_rebuild)
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if(istype(source)) //Rebuild/update nearby group geometry
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if(source.parent)
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air_master.groups_to_rebuild += source.parent
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else
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air_master.tiles_to_update += source
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if(istype(north))
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if(north.parent)
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air_master.groups_to_rebuild += north.parent
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else
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air_master.tiles_to_update += north
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if(istype(south))
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if(south.parent)
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air_master.groups_to_rebuild += south.parent
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else
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air_master.tiles_to_update += south
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if(istype(east))
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if(east.parent)
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air_master.groups_to_rebuild += east.parent
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else
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air_master.tiles_to_update += east
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if(istype(west))
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if(west.parent)
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air_master.groups_to_rebuild += west.parent
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else
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air_master.tiles_to_update += west
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else
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if(istype(source)) air_master.tiles_to_update += source
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if(istype(north)) air_master.tiles_to_update += north
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if(istype(south)) air_master.tiles_to_update += south
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if(istype(east)) air_master.tiles_to_update += east
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if(istype(west)) air_master.tiles_to_update += west
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return 1
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//////////////Contaiment Field START
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/obj/machinery/shieldwall/New(var/obj/machinery/shieldwallgen/A, var/obj/machinery/shieldwallgen/B)
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..()
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src.gen_primary = A
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src.gen_secondary = B
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if(A && B)
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needs_power = 1
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spawn(1)
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src.sd_SetLuminosity(3)
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/* for(var/mob/M as mob in src.loc) //does not work for some reason.
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if(istype(M,/mob/living/carbon))
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M.bruteloss += 100
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M.updatehealth()
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M << "\red <B>You feel as the very atoms of your body divide!</B>"
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else
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M.bruteloss += 50
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M.updatehealth()
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M << "\red <B>Strong energy field detected. Damage from field dampened.</B>"
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*/
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/obj/machinery/shieldwall/attack_hand(mob/user as mob)
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return
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/obj/machinery/shieldwall/process()
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if(needs_power)
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if(isnull(gen_primary)||isnull(gen_secondary))
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del(src)
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return
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if(!(gen_primary.active)||!(gen_secondary.active))
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del(src)
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return
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//
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if(prob(50))
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gen_primary.storedpower -= 10
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else
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gen_secondary.storedpower -=10
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/obj/machinery/shieldwall/bullet_act(var/obj/item/projectile/Proj)
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if(needs_power)
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var/obj/machinery/shieldwallgen/G
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if(prob(50))
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G = gen_primary
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else
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G = gen_secondary
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G.storedpower -= Proj.damage
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..()
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return
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/obj/machinery/shieldwall/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return prob(20)
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else
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if (istype(mover, /obj/item/projectile))
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return prob(10)
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else
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return !src.density
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