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Bubberstation/code/game/objects/items/devices/forcefieldprojector.dm
SkyratBot 1e705faa19 [MIRROR] Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#709)
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)

* Process procs now properly use deltatime when implementing rates, timers and probabilities

* Review fixes

* Geiger counters cleanup

Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now

* Moved SS*_DT defines to subsystems.dm

* Rebase fix

* Redefined the SS*_DT defines to use the subsystem wait vars

* Implemented suggested changes by @AnturK

* Commented /datum/proc/process about the deltatime stuff

* Send delta_time as a process parameter instead of the defines

Also DTfied acid_processing

* Dtfied new acid component

* Process procs now properly utilize deltatime when implementing rates, timers and probabilities

Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
2020-09-09 08:19:23 +02:00

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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/device.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/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
custom_materials = list(/datum/material/iron=250, /datum/material/glass=500)
var/max_shield_integrity = 250
var/shield_integrity = 250
var/max_fields = 3
var/list/current_fields
var/field_distance_limit = 7
/obj/item/forcefield_projector/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(!check_allowed_items(target, 1))
return
if(istype(target, /obj/structure/projected_forcefield))
var/obj/structure/projected_forcefield/F = target
if(F.generator == src)
to_chat(user, "<span class='notice'>You deactivate [F].</span>")
qdel(F)
return
var/turf/T = get_turf(target)
var/obj/structure/projected_forcefield/found_field = locate() in T
if(found_field)
to_chat(user, "<span class='warning'>There is already a forcefield in that location!</span>")
return
if(T.density)
return
if(get_dist(T,src) > field_distance_limit)
return
if (get_turf(src) == T)
to_chat(user, "<span class='warning'>Target is too close, aborting!</span>")
return
if(LAZYLEN(current_fields) >= max_fields)
to_chat(user, "<span class='warning'>[src] cannot sustain any more forcefields!</span>")
return
playsound(src,'sound/weapons/resonator_fire.ogg',50,TRUE)
user.visible_message("<span class='warning'>[user] projects a forcefield!</span>","<span class='notice'>You project a forcefield.</span>")
var/obj/structure/projected_forcefield/F = new(T, src)
current_fields += F
user.changeNext_move(CLICK_CD_MELEE)
/obj/item/forcefield_projector/attack_self(mob/user)
if(LAZYLEN(current_fields))
to_chat(user, "<span class='notice'>You deactivate [src], disabling all active forcefields.</span>")
for(var/obj/structure/projected_forcefield/F in current_fields)
qdel(F)
/obj/item/forcefield_projector/examine(mob/user)
. = ..()
. += "<span class='notice'>It is currently sustaining [LAZYLEN(current_fields)]/[max_fields] fields, and it's [round((shield_integrity/max_shield_integrity)*100)]% charged.</span>"
/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(delta_time)
if(!LAZYLEN(current_fields))
shield_integrity = min(shield_integrity + delta_time * 2, max_shield_integrity)
else
shield_integrity = max(shield_integrity - LAZYLEN(current_fields) * delta_time * 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
anchored = TRUE
density = TRUE
mouse_opacity = MOUSE_OPACITY_OPAQUE
resistance_flags = INDESTRUCTIBLE
CanAtmosPass = ATMOS_PASS_DENSITY
armor = list(MELEE = 0, BULLET = 25, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
var/obj/item/forcefield_projector/generator
/obj/structure/projected_forcefield/Initialize(mapload, obj/item/forcefield_projector/origin)
. = ..()
generator = origin
/obj/structure/projected_forcefield/Destroy()
visible_message("<span class='warning'>[src] flickers and disappears!</span>")
playsound(src,'sound/weapons/resonator_blast.ogg',25,TRUE)
generator.current_fields -= src
generator = null
return ..()
/obj/structure/projected_forcefield/CanAllowThrough(atom/movable/mover, turf/target)
. = ..()
if(istype(mover) && (mover.pass_flags & PASSGLASS))
return TRUE
/obj/structure/projected_forcefield/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
playsound(loc, 'sound/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)
generator.shield_integrity = max(generator.shield_integrity - damage_amount, 0)