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Bubberstation/code/modules/power/singularity/containment_field.dm
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oh my fucking god

hat

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we all fall down

2 more I missed

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2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

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160 across 19 files

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some minor incap stuff

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weird dupe definition stuff

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incap fixes

undefs and pie fix

Radio update and some extra minor stuff

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no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00

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/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, params)
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.name]!"), \
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)