[WIP] Atmospheric Retention Fields

This commit is contained in:
Chompstation Bot
2021-10-27 18:39:20 +00:00
parent 299511d80d
commit 536a6cb6e7
8 changed files with 284 additions and 1 deletions

View File

@@ -43,7 +43,9 @@
var/no_air = null
// var/list/lights // list of all lights on this area
var/list/all_doors = null //Added by Strumpetplaya - Alarm Change - Contains a list of doors adjacent to this area
var/list/all_arfgs = null //Similar, but a list of all arfgs adjacent to this area
var/firedoors_closed = 0
var/arfgs_active = 0
var/list/ambience = list()
var/list/forced_ambience = null
var/sound_env = STANDARD_STATION
@@ -128,10 +130,11 @@
return 1
return 0
// Either close or open firedoors depending on current alert statuses
// Either close or open firedoors and arfgs depending on current alert statuses
/area/proc/firedoors_update()
if(fire || party || atmosalm)
firedoors_close()
arfgs_activate()
// VOREStation Edit - Make the lights colored!
if(fire)
for(var/obj/machinery/light/L in src)
@@ -142,6 +145,7 @@
// VOREStation Edit End
else
firedoors_open()
arfgs_deactivate()
// VOREStation Edit - Put the lights back!
for(var/obj/machinery/light/L in src)
L.reset_alert()
@@ -175,6 +179,25 @@
spawn(0)
E.open()
// Activate all retention fields!
/area/proc/arfgs_activate()
if(!arfgs_active)
arfgs_active = TRUE
if(!all_arfgs)
return
for(var/obj/machinery/atmospheric_field_generator/E in all_arfgs)
E.generate_field() //don't need to check powered state like doors, the arfgs handles it on its end
E.wasactive = TRUE
// Deactivate retention fields!
/area/proc/arfgs_deactivate()
if(arfgs_active)
arfgs_active = FALSE
if(!all_arfgs)
return
for(var/obj/machinery/atmospheric_field_generator/E in all_arfgs)
E.disable_field()
E.wasactive = FALSE
/area/proc/fire_alert()
if(!fire)

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@@ -0,0 +1,233 @@
/obj/machinery/atmospheric_field_generator
name = "atmospheric retention field generator"
desc = "A floor-mounted piece of equipment that generates an atmosphere-retaining energy field when powered and activated. Linked to environmental alarm systems and will automatically activate when hazardous conditions are detected.<br><br>Note: prolonged immersion in active atmospheric retention fields may have negative long-term health consequences."
icon = 'icons/obj/atm_fieldgen.dmi'
icon_state = "arfg_off"
anchored = TRUE
opacity = FALSE
density = FALSE
power_channel = ENVIRON //so they shut off last
use_power = USE_POWER_IDLE
idle_power_usage = 10
active_power_usage = 2500
var/ispowered = TRUE
var/isactive = FALSE
var/wasactive = FALSE //controls automatic reboot after power-loss
var/alwaysactive = FALSE //for a special subtype
//how long it takes us to reboot if we're shut down by an EMP
var/reboot_delay_min = 50
var/reboot_delay_max = 75
var/hatch_open = FALSE
var/wires_intact = TRUE
var/list/areas_added
var/field_type = /obj/structure/atmospheric_retention_field
circuit = /obj/item/weapon/circuitboard/arf_generator
/obj/machinery/atmospheric_field_generator/impassable
desc = "An older model of ARF-G that generates an impassable retention field. Works just as well as the modern variety, but is slightly more energy-efficient.<br><br>Note: prolonged immersion in active atmospheric retention fields may have negative long-term health consequences."
active_power_usage = 2000
field_type = /obj/structure/atmospheric_retention_field/impassable
/obj/machinery/atmospheric_field_generator/perma
name = "static atmospheric retention field generator"
desc = "A floor-mounted piece of equipment that generates an atmosphere-retaining energy field when powered and activated. This model is designed to always be active, though the field will still drop from loss of power or electromagnetic interference.<br><br>Note: prolonged immersion in active atmospheric retention fields may have negative long-term health consequences."
alwaysactive = TRUE
active_power_usage = 2000
/obj/machinery/atmospheric_field_generator/perma/impassable
active_power_usage = 1500
field_type = /obj/structure/atmospheric_retention_field/impassable
/obj/machinery/atmospheric_field_generator/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.is_crowbar() && isactive)
if(!src) return
to_chat(user, "<span class='warning'>You can't open the ARF-G whilst it's running!</span>")
return
if(W.is_crowbar() && !isactive)
if(!src) return
to_chat(user, "<span class='notice'>You [hatch_open? "close" : "open"] \the [src]'s access hatch.</span>")
hatch_open = !hatch_open
update_icon()
if(alwaysactive && wires_intact)
generate_field()
return
if(hatch_open && W.is_multitool())
if(!src) return
to_chat(user, "<span class='notice'>You toggle \the [src]'s activation behavior to [alwaysactive? "emergency" : "always-on"].</span>")
alwaysactive = !alwaysactive
update_icon()
return
if(hatch_open && W.is_wirecutter())
if(!src) return
to_chat(user, "<span class='warning'>You [wires_intact? "cut" : "mend"] \the [src]'s wires!</span>")
wires_intact = !wires_intact
update_icon()
return
if(hatch_open && istype(W,/obj/item/weapon/weldingtool))
if(!src) return
var/obj/item/weapon/weldingtool/WT = W
if(!WT.isOn()) return
if(WT.get_fuel() < 5) // uses up 5 fuel.
to_chat(user, "<span class='warning'>You need more fuel to complete this task.</span>")
return
user.visible_message("[user] starts to disassemble \the [src].", "You start to disassemble \the [src].")
playsound(src, WT.usesound, 50, 1)
if(do_after(user,15 * W.toolspeed))
if(!src || !user || !WT.remove_fuel(5, user)) return
to_chat(user, "<span class='notice'>You fully disassemble \the [src]. There were no salvageable parts.</span>")
qdel(src)
return
/obj/machinery/atmospheric_field_generator/perma/Initialize()
generate_field()
/obj/machinery/atmospheric_field_generator/update_icon()
if(stat & BROKEN)
icon_state = "arfg_broken"
else if(hatch_open && wires_intact)
icon_state = "arfg_open_wires"
else if(hatch_open && !wires_intact)
icon_state = "arfg_open_wirescut"
else if(isactive)
icon_state = "arfg_on"
else
icon_state = "arfg_off"
/obj/machinery/atmospheric_field_generator/power_change()
var/oldstat
..()
if(!(stat & NOPOWER))
ispowered = 1
update_icon()
if(alwaysactive || wasactive) //reboot our field if we were on or are supposed to be always-on
generate_field()
if(stat != oldstat && isactive && (stat & NOPOWER))
ispowered = 0
disable_field()
update_icon()
/obj/machinery/atmospheric_field_generator/emp_act()
. = ..()
disable_field() //shutting dowwwwwwn
if(alwaysactive || wasactive) //reboot after a short delay if we were online before
spawn(rand(reboot_delay_min,reboot_delay_max))
generate_field()
/obj/machinery/atmospheric_field_generator/ex_act(severity)
switch(severity)
if(1)
disable_field()
qdel(src)
return
if(2)
stat |= BROKEN
update_icon()
src.visible_message("The ARF-G cracks and shatters!","You hear an uncomfortable metallic crunch.")
disable_field()
if(3)
emp_act()
return
/obj/machinery/atmospheric_field_generator/proc/generate_field()
if(!ispowered || hatch_open || !wires_intact || isactive) //if it's not powered, the hatch is open, the wires are busted, or it's already on, don't do anything
return
else
isactive = 1
icon_state = "arfg_on"
new field_type (src.loc)
src.visible_message("<span class='warning'>The ARF-G crackles to life!</span>","<span class='warning'>You hear an ARF-G coming online!</span>")
update_use_power(USE_POWER_ACTIVE)
return
/obj/machinery/atmospheric_field_generator/proc/disable_field()
if(isactive)
icon_state = "arfg_off"
for(var/obj/structure/atmospheric_retention_field/F in loc)
qdel(F)
src.visible_message("The ARF-G shuts down with a low hum.","You hear an ARF-G powering down.")
update_use_power(USE_POWER_IDLE)
isactive = 0
return
/obj/machinery/atmospheric_field_generator/Initialize()
. = ..()
//Delete ourselves if we find extra mapped in arfgs
for(var/obj/machinery/atmospheric_field_generator/F in loc)
if(F != src)
log_debug("Duplicate ARFGS at [x],[y],[z]")
return INITIALIZE_HINT_QDEL
var/area/A = get_area(src)
ASSERT(istype(A))
LAZYADD(A.all_arfgs, src)
areas_added = list(A)
for(var/direction in cardinal)
A = get_area(get_step(src,direction))
if(istype(A) && !(A in areas_added))
LAZYADD(A.all_arfgs, src)
areas_added += A
/obj/structure/atmospheric_retention_field
name = "atmospheric retention field"
desc = "A shimmering forcefield that keeps the good air inside and the bad air outside. This field has been modulated so that it doesn't impede movement or projectiles.<br><br>Note: prolonged immersion in active atmospheric retention fields may have negative long-term health consequences."
icon = 'icons/obj/atm_fieldgen.dmi'
icon_state = "arfg_field"
anchored = TRUE
density = FALSE
opacity = 0
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
//mouse_opacity = 0
can_atmos_pass = ATMOS_PASS_NO
var/basestate = "arfg_field"
light_range = 3
light_power = 1
light_color = "#FFFFFF"
light_on = TRUE
/obj/structure/atmospheric_retention_field/update_icon()
cut_overlays() //overlays.Cut()
var/list/dirs = list()
for(var/obj/structure/atmospheric_retention_field/F in orange(src,1))
dirs += get_dir(src, F)
var/list/connections = dirs_to_corner_states(dirs)
icon_state = ""
for(var/i = 1 to 4)
var/image/I = image(icon, "[basestate][connections[i]]", dir = 1<<(i-1))
add_overlay(I)
return
/obj/structure/atmospheric_retention_field/Initialize()
. = ..()
update_nearby_tiles() //Force ZAS update
update_connections(1)
update_icon()
/obj/structure/atmospheric_retention_field/Destroy()
for(var/obj/structure/atmospheric_retention_field/W in orange(1, src.loc))
W.update_connections(1)
update_nearby_tiles() //Force ZAS update
. = ..()
/obj/structure/atmospheric_retention_field/attack_hand(mob/user as mob)
if(density)
visible_message("You touch the retention field, and it crackles faintly. Tingly!")
else
visible_message("You try to touch the retention field, but pass through it like it isn't even there.")
/obj/structure/atmospheric_retention_field/ex_act()
return
/obj/structure/atmospheric_retention_field/impassable
desc = "A shimmering forcefield that keeps the good air inside and the bad air outside. It seems fairly solid, almost like it's made out of some kind of hardened light.<br><br>Note: prolonged immersion in active atmospheric retention fields may have negative long-term health consequences."
icon = 'icons/obj/atm_fieldgen.dmi'
icon_state = "arfg_field"
density = TRUE

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@@ -222,6 +222,11 @@
x_offset = 28
y_offset = 28
/datum/frame/frame_types/arfgs
name = "ARF Generator"
frame_class = FRAME_CLASS_MACHINE
frame_size = 3
//////////////////////////////
// Frame Object (Structure)
//////////////////////////////

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@@ -261,3 +261,13 @@
/obj/item/weapon/stock_parts/spring = 1,
/obj/item/stack/cable_coil = 5)
/obj/item/weapon/circuitboard/arf_generator
name = T_BOARD("atmospheric field generator")
build_path = /obj/machinery/atmospheric_field_generator
board_type = new /datum/frame/frame_types/arfgs
origin_tech = list(TECH_MAGNET = 4, TECH_POWER = 4, TECH_BIO = 3)
req_components = list(
/obj/item/weapon/stock_parts/micro_laser/high = 2, //field emitters
/obj/item/weapon/stock_parts/scanning_module = 1, //atmosphere sensor
/obj/item/weapon/stock_parts/capacitor/adv = 1, //for the JUICE
/obj/item/stack/cable_coil = 10)

View File

@@ -427,6 +427,13 @@ CIRCUITS BELOW
build_path = /obj/item/weapon/circuitboard/skills
sort_string = "LAAAC"
/datum/design/circuit/arf_generator
name = "atmospheric field generator"
id = "arf_generator"
req_tech = list(TECH_MAGNET = 4, TECH_POWER = 4, TECH_BIO = 3)
build_path = /obj/item/weapon/circuitboard/arf_generator
sort_string = "LAAAD"
/datum/design/circuit/mecha
req_tech = list(TECH_DATA = 3)

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@@ -831,7 +831,12 @@
#include "code\game\machinery\ai_slipper.dm"
#include "code\game\machinery\air_alarm.dm"
#include "code\game\machinery\airconditioner_vr.dm"
<<<<<<< HEAD
#include "code\game\machinery\airconditioner_yw.dm"
||||||| parent of 3b5fb11bd1... Merge pull request #11663 from KillianKirilenko/kk-arfg
=======
#include "code\game\machinery\atm_ret_field.dm"
>>>>>>> 3b5fb11bd1... Merge pull request #11663 from KillianKirilenko/kk-arfg
#include "code\game\machinery\atmo_control.dm"
#include "code\game\machinery\autolathe.dm"
#include "code\game\machinery\Beacon.dm"