Reorganizes shieldgen source code and icon files

This commit is contained in:
mwerezak
2014-08-10 11:58:25 -04:00
parent 444d03a335
commit 58e0b659d4
10 changed files with 744 additions and 744 deletions

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////////////////////////////////////////
// External Shield Generator
/obj/item/weapon/circuitboard/shield_gen_ex
name = "Circuit board (Hull shield generator)"
board_type = "machine"
build_path = "/obj/machinery/shield_gen/external"
origin_tech = "bluespace=4;phorontech=3"
frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Transmitter, 5 Pieces of cable, 1 Subspace Crystal, 1 Subspace Amplifier and 1 Console Screen."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
"/obj/item/weapon/stock_parts/subspace/transmitter" = 1,
"/obj/item/weapon/stock_parts/subspace/crystal" = 1,
"/obj/item/weapon/stock_parts/subspace/amplifier" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/cable_coil" = 5)
datum/design/shield_gen_ex
name = "Circuit Design (Experimental hull shield generator)"
desc = "Allows for the construction of circuit boards used to build an experimental hull shield generator."
id = "shield_gen"
req_tech = list("bluespace" = 4, "phorontech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$phoron" = 10000, "$diamond" = 5000, "$gold" = 10000)
build_path = "/obj/machinery/shield_gen/external"
////////////////////////////////////////
// Shield Generator
/obj/item/weapon/circuitboard/shield_gen
name = "Circuit board (Bubble shield generator)"
board_type = "machine"
build_path = "/obj/machinery/shield_gen/external"
origin_tech = "bluespace=4;phorontech=3"
frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Transmitter, 5 Pieces of cable, 1 Subspace Crystal, 1 Subspace Amplifier and 1 Console Screen."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
"/obj/item/weapon/stock_parts/subspace/transmitter" = 1,
"/obj/item/weapon/stock_parts/subspace/crystal" = 1,
"/obj/item/weapon/stock_parts/subspace/amplifier" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/cable_coil" = 5)
datum/design/shield_gen
name = "Circuit Design (Bubble shield generator)"
desc = "Allows for the construction of circuit boards used to build an experimental shield generator."
id = "shield_gen"
req_tech = list("bluespace" = 4, "phorontech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$phoron" = 10000, "$diamond" = 5000, "$gold" = 10000)
build_path = "/obj/machinery/shield_gen/external"
////////////////////////////////////////
// Shield Capacitor
/obj/item/weapon/circuitboard/shield_cap
name = "Circuit board (Shield capacitor)"
board_type = "machine"
build_path = "/obj/machinery/shield_capacitor"
origin_tech = "magnets=3;powerstorage=4"
frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Filter, 5 Pieces of cable, 1 Subspace Treatment disk, 1 Subspace Analyzer and 1 Console Screen."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
"/obj/item/weapon/stock_parts/subspace/filter" = 1,
"/obj/item/weapon/stock_parts/subspace/treatment" = 1,
"/obj/item/weapon/stock_parts/subspace/analyzer" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/cable_coil" = 5)
datum/design/shield_cap
name = "Circuit Design (Shield capacitor)"
desc = "Allows for the construction of circuit boards used to build an experimental shielding capacitor."
id = "shield_cap"
req_tech = list("magnets" = 3, "powerstorage" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$phoron" = 10000, "$diamond" = 5000, "$silver" = 10000)
build_path = "/obj/machinery/shield_gen/external"

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/obj/machinery/shield
name = "Emergency energy shield"
desc = "An energy shield used to contain hull breaches."
icon = 'icons/effects/effects.dmi'
icon_state = "shield-old"
density = 1
opacity = 0
anchored = 1
unacidable = 1
var/const/max_health = 200
var/health = max_health //The shield can only take so much beating (prevents perma-prisons)
var/shield_generate_power = 7500 //how much power we use when regenerating
var/shield_idle_power = 1500 //how much power we use when just being sustained.
/obj/machinery/shield/New()
src.dir = pick(1,2,3,4)
..()
update_nearby_tiles(need_rebuild=1)
/obj/machinery/shield/Del()
opacity = 0
density = 0
update_nearby_tiles()
..()
/obj/machinery/shield/CanPass(atom/movable/mover, turf/target, height, air_group)
if(!height || air_group) return 0
else return ..()
//Looks like copy/pasted code... I doubt 'need_rebuild' is even used here - Nodrak
/obj/machinery/shield/proc/update_nearby_tiles(need_rebuild)
if(!air_master)
return 0
air_master.mark_for_update(get_turf(src))
return 1
/obj/machinery/shield/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(!istype(W)) return
//Calculate damage
var/aforce = W.force
if(W.damtype == BRUTE || W.damtype == BURN)
src.health -= aforce
//Play a fitting sound
playsound(src.loc, 'sound/effects/EMPulse.ogg', 75, 1)
if (src.health <= 0)
visible_message("\blue The [src] dissipates!")
del(src)
return
opacity = 1
spawn(20) if(src) opacity = 0
..()
/obj/machinery/shield/meteorhit()
src.health -= max_health*0.75 //3/4 health as damage
if(src.health <= 0)
visible_message("\blue The [src] dissipates!")
del(src)
return
opacity = 1
spawn(20) if(src) opacity = 0
return
/obj/machinery/shield/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
if(health <=0)
visible_message("\blue The [src] dissipates!")
del(src)
return
opacity = 1
spawn(20) if(src) opacity = 0
/obj/machinery/shield/ex_act(severity)
switch(severity)
if(1.0)
if (prob(75))
del(src)
if(2.0)
if (prob(50))
del(src)
if(3.0)
if (prob(25))
del(src)
return
/obj/machinery/shield/emp_act(severity)
switch(severity)
if(1)
del(src)
if(2)
if(prob(50))
del(src)
/obj/machinery/shield/blob_act()
del(src)
/obj/machinery/shield/hitby(AM as mob|obj)
//Let everyone know we've been hit!
visible_message("\red <B>[src] was hit by [AM].</B>")
//Super realistic, resource-intensive, real-time damage calculations.
var/tforce = 0
if(ismob(AM))
tforce = 40
else
tforce = AM:throwforce
src.health -= tforce
//This seemed to be the best sound for hitting a force field.
playsound(src.loc, 'sound/effects/EMPulse.ogg', 100, 1)
//Handle the destruction of the shield
if (src.health <= 0)
visible_message("\blue The [src] dissipates!")
del(src)
return
//The shield becomes dense to absorb the blow.. purely asthetic.
opacity = 1
spawn(20) if(src) opacity = 0
..()
return
/obj/machinery/shieldgen
name = "Emergency shield projector"
desc = "Used to seal minor hull breaches."
icon = 'icons/obj/objects.dmi'
icon_state = "shieldoff"
density = 1
opacity = 0
anchored = 0
pressure_resistance = 2*ONE_ATMOSPHERE
req_access = list(access_engine)
var/const/max_health = 100
var/health = max_health
var/active = 0
var/malfunction = 0 //Malfunction causes parts of the shield to slowly dissapate
var/list/deployed_shields = list()
var/list/regenerating = list()
var/is_open = 0 //Whether or not the wires are exposed
var/locked = 0
var/check_delay = 60 //periodically recheck if we need to rebuild a shield
use_power = 0
idle_power_usage = 0
/obj/machinery/shieldgen/Del()
for(var/obj/machinery/shield/shield_tile in deployed_shields)
del(shield_tile)
..()
/obj/machinery/shieldgen/proc/shields_up()
if(active) return 0 //If it's already turned on, how did this get called?
src.active = 1
update_icon()
create_shields()
idle_power_usage = 0
for(var/obj/machinery/shield/shield_tile in deployed_shields)
idle_power_usage += shield_tile.shield_idle_power
update_use_power(1)
/obj/machinery/shieldgen/proc/shields_down()
if(!active) return 0 //If it's already off, how did this get called?
src.active = 0
update_icon()
for(var/obj/machinery/shield/shield_tile in deployed_shields)
del(shield_tile)
update_use_power(0)
/obj/machinery/shieldgen/proc/create_shields()
for(var/turf/target_tile in range(2, src))
if (istype(target_tile,/turf/space) && !(locate(/obj/machinery/shield) in target_tile))
if (malfunction && prob(33) || !malfunction)
var/obj/machinery/shield/S = new/obj/machinery/shield(target_tile)
deployed_shields += S
use_power(S.shield_generate_power)
/obj/machinery/shieldgen/process()
if (!active)
return
if(malfunction)
if(deployed_shields.len && prob(5))
del(pick(deployed_shields))
else
if (check_delay <= 0)
create_shields()
var/new_power_usage = 0
for(var/obj/machinery/shield/shield_tile in deployed_shields)
new_power_usage += shield_tile.shield_idle_power
if (new_power_usage != idle_power_usage)
idle_power_usage = new_power_usage
use_power(0)
check_delay = 60
else
check_delay--
/obj/machinery/shieldgen/proc/checkhp()
if(health <= 30)
src.malfunction = 1
if(health <= 0)
del(src)
update_icon()
return
/obj/machinery/shieldgen/meteorhit(obj/O as obj)
src.health -= max_health*0.25 //A quarter of the machine's health
if (prob(5))
src.malfunction = 1
src.checkhp()
return
/obj/machinery/shieldgen/ex_act(severity)
switch(severity)
if(1.0)
src.health -= 75
src.checkhp()
if(2.0)
src.health -= 30
if (prob(15))
src.malfunction = 1
src.checkhp()
if(3.0)
src.health -= 10
src.checkhp()
return
/obj/machinery/shieldgen/emp_act(severity)
switch(severity)
if(1)
src.health /= 2 //cut health in half
malfunction = 1
locked = pick(0,1)
if(2)
if(prob(50))
src.health *= 0.3 //chop off a third of the health
malfunction = 1
checkhp()
/obj/machinery/shieldgen/attack_hand(mob/user as mob)
if(locked)
user << "The machine is locked, you are unable to use it."
return
if(is_open)
user << "The panel must be closed before operating this machine."
return
if (src.active)
user.visible_message("\blue \icon[src] [user] deactivated the shield generator.", \
"\blue \icon[src] You deactivate the shield generator.", \
"You hear heavy droning fade out.")
src.shields_down()
else
if(anchored)
user.visible_message("\blue \icon[src] [user] activated the shield generator.", \
"\blue \icon[src] You activate the shield generator.", \
"You hear heavy droning.")
src.shields_up()
else
user << "The device must first be secured to the floor."
return
/obj/machinery/shieldgen/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/card/emag))
malfunction = 1
update_icon()
else if(istype(W, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
if(is_open)
user << "\blue You close the panel."
is_open = 0
else
user << "\blue You open the panel and expose the wiring."
is_open = 1
else if(istype(W, /obj/item/weapon/cable_coil) && malfunction && is_open)
var/obj/item/weapon/cable_coil/coil = W
user << "\blue You begin to replace the wires."
//if(do_after(user, min(60, round( ((maxhealth/health)*10)+(malfunction*10) ))) //Take longer to repair heavier damage
if(do_after(user, 30))
if(!src || !coil) return
coil.use(1)
health = max_health
malfunction = 0
user << "\blue You repair the [src]!"
update_icon()
else if(istype(W, /obj/item/weapon/wrench))
if(locked)
user << "The bolts are covered, unlocking this would retract the covers."
return
if(anchored)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue You unsecure the [src] from the floor!"
if(active)
user << "\blue The [src] shuts off!"
src.shields_down()
anchored = 0
else
if(istype(get_turf(src), /turf/space)) return //No wrenching these in space!
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue You secure the [src] to the floor!"
anchored = 1
else if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
if(src.allowed(user))
src.locked = !src.locked
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
else
user << "\red Access denied."
else
..()
/obj/machinery/shieldgen/update_icon()
if(active)
src.icon_state = malfunction ? "shieldonbr":"shieldon"
else
src.icon_state = malfunction ? "shieldoffbr":"shieldoff"
return

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//---------- actual energy field
/obj/effect/energy_field
name = "energy field"
desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
icon = 'icons/obj/machines/shielding.dmi'
icon_state = "shieldsparkles"
anchored = 1
layer = 4.1 //just above mobs
density = 0
invisibility = 101
var/strength = 0
var/ticks_recovering = 10
/obj/effect/energy_field/ex_act(var/severity)
Stress(0.5 + severity)
/obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj)
Stress(Proj.damage / 10)
/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
if(M)
walk(M,0)
Stress(2)
/obj/effect/energy_field/proc/Stress(var/severity)
strength -= severity
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
ticks_recovering = min(ticks_recovering + 2, 10)
if(strength < 1)
invisibility = 101
density = 0
ticks_recovering = 10
strength = 0
else if(strength >= 1)
invisibility = 0
density = 1
/obj/effect/energy_field/proc/Strengthen(var/severity)
strength += severity
if (strength < 0)
strength = 0
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
if(strength >= 1)
invisibility = 0
density = 1
else if(strength < 1)
invisibility = 101
density = 0
/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
//Purpose: Determines if the object (or airflow) can pass this atom.
//Called by: Movement, airflow.
//Inputs: The moving atom (optional), target turf, "height" and air group
//Outputs: Boolean if can pass.
//return (!density || !height || air_group)
return !density

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////FIELD GEN START //shameless copypasta from fieldgen, powersink, and grille
/obj/machinery/shieldwallgen
name = "Shield Generator"
desc = "A shield generator."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "Shield_Gen"
anchored = 0
density = 1
req_access = list(access_teleporter)
var/active = 0
var/power = 0
var/state = 0
var/steps = 0
var/last_check = 0
var/check_delay = 10
var/recalc = 0
var/locked = 1
var/destroyed = 0
var/directwired = 1
// var/maxshieldload = 200
var/obj/structure/cable/attached // the attached cable
var/storedpower = 0
flags = FPRINT | CONDUCT
//There have to be at least two posts, so these are effectively doubled
var/power_draw = 30000 //30 kW. How much power is drawn from powernet. Increase this to allow the generator to sustain longer shields, at the cost of more power draw.
var/max_stored_power = 50000 //50 kW
use_power = 0 //Draws directly from power net. Does not use APC power.
/obj/machinery/shieldwallgen/attack_hand(mob/user as mob)
if(state != 1)
user << "\red The shield generator needs to be firmly secured to the floor first."
return 1
if(src.locked && !istype(user, /mob/living/silicon))
user << "\red The controls are locked!"
return 1
if(power != 1)
user << "\red The shield generator needs to be powered by wire underneath."
return 1
if(src.active >= 1)
src.active = 0
icon_state = "Shield_Gen"
user.visible_message("[user] turned the shield generator off.", \
"You turn off the shield generator.", \
"You hear heavy droning fade out.")
for(var/dir in list(1,2,4,8)) src.cleanup(dir)
else
src.active = 1
icon_state = "Shield_Gen +a"
user.visible_message("[user] turned the shield generator on.", \
"You turn on the shield generator.", \
"You hear heavy droning.")
src.add_fingerprint(user)
/obj/machinery/shieldwallgen/proc/power()
if(!anchored)
power = 0
return 0
var/turf/T = src.loc
var/obj/structure/cable/C = T.get_cable_node()
var/datum/powernet/PN
if(C) PN = C.powernet // find the powernet of the connected cable
if(!PN)
power = 0
return 0
var/shieldload = between(500, max_stored_power - storedpower, power_draw) //what we try to draw
shieldload = PN.draw_power(shieldload) //what we actually get
storedpower += shieldload
//If we're still in the red, then there must not be enough available power to cover our load.
if(storedpower <= 0)
power = 0
return 0
power = 1 // IVE GOT THE POWER!
return 1
/obj/machinery/shieldwallgen/process()
spawn(100)
power()
if(power)
storedpower -= 2500 //the generator post itself uses some power
if(storedpower >= max_stored_power)
storedpower = max_stored_power
if(storedpower <= 0)
storedpower = 0
// if(shieldload >= maxshieldload) //there was a loop caused by specifics of process(), so this was needed.
// shieldload = maxshieldload
if(src.active == 1)
if(!src.state == 1)
src.active = 0
return
spawn(1)
setup_field(1)
spawn(2)
setup_field(2)
spawn(3)
setup_field(4)
spawn(4)
setup_field(8)
src.active = 2
if(src.active >= 1)
if(src.power == 0)
src.visible_message("\red The [src.name] shuts down due to lack of power!", \
"You hear heavy droning fade out")
icon_state = "Shield_Gen"
src.active = 0
for(var/dir in list(1,2,4,8)) src.cleanup(dir)
/obj/machinery/shieldwallgen/proc/setup_field(var/NSEW = 0)
var/turf/T = src.loc
var/turf/T2 = src.loc
var/obj/machinery/shieldwallgen/G
var/steps = 0
var/oNSEW = 0
if(!NSEW)//Make sure its ran right
return
if(NSEW == 1)
oNSEW = 2
else if(NSEW == 2)
oNSEW = 1
else if(NSEW == 4)
oNSEW = 8
else if(NSEW == 8)
oNSEW = 4
for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator
T = get_step(T2, NSEW)
T2 = T
steps += 1
if(locate(/obj/machinery/shieldwallgen) in T)
G = (locate(/obj/machinery/shieldwallgen) in T)
steps -= 1
if(!G.active)
return
G.cleanup(oNSEW)
break
if(isnull(G))
return
T2 = src.loc
for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
var/field_dir = get_dir(T2,get_step(T2, NSEW))
T = get_step(T2, NSEW)
T2 = T
var/obj/machinery/shieldwall/CF = new/obj/machinery/shieldwall/(src, G) //(ref to this gen, ref to connected gen)
CF.loc = T
CF.dir = field_dir
/obj/machinery/shieldwallgen/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/wrench))
if(active)
user << "Turn off the field generator first."
return
else if(state == 0)
state = 1
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
user << "You secure the external reinforcing bolts to the floor."
src.anchored = 1
return
else if(state == 1)
state = 0
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
user << "You undo the external reinforcing bolts."
src.anchored = 0
return
if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if (src.allowed(user))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
else
user << "\red Access denied."
else
src.add_fingerprint(user)
visible_message("\red The [src.name] has been hit with \the [W.name] by [user.name]!")
/obj/machinery/shieldwallgen/proc/cleanup(var/NSEW)
var/obj/machinery/shieldwall/F
var/obj/machinery/shieldwallgen/G
var/turf/T = src.loc
var/turf/T2 = src.loc
for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for fields
T = get_step(T2, NSEW)
T2 = T
if(locate(/obj/machinery/shieldwall) in T)
F = (locate(/obj/machinery/shieldwall) in T)
del(F)
if(locate(/obj/machinery/shieldwallgen) in T)
G = (locate(/obj/machinery/shieldwallgen) in T)
if(!G.active)
break
/obj/machinery/shieldwallgen/Del()
src.cleanup(1)
src.cleanup(2)
src.cleanup(4)
src.cleanup(8)
..()
/obj/machinery/shieldwallgen/bullet_act(var/obj/item/projectile/Proj)
storedpower -= 400 * Proj.damage
..()
return
//////////////Containment Field START
/obj/machinery/shieldwall
name = "Shield"
desc = "An energy shield."
icon = 'icons/effects/effects.dmi'
icon_state = "shieldwall"
anchored = 1
density = 1
unacidable = 1
luminosity = 3
var/needs_power = 0
var/active = 1
// var/power = 10
var/delay = 5
var/last_active
var/mob/U
var/obj/machinery/shieldwallgen/gen_primary
var/obj/machinery/shieldwallgen/gen_secondary
var/power_usage = 2500 //how much power it takes to sustain the shield
var/generate_power_usage = 7500 //how much power it takes to start up the shield
/obj/machinery/shieldwall/New(var/obj/machinery/shieldwallgen/A, var/obj/machinery/shieldwallgen/B)
..()
src.gen_primary = A
src.gen_secondary = B
if(A && B && A.active && B.active)
needs_power = 1
if(prob(50))
A.storedpower -= generate_power_usage
else
B.storedpower -= generate_power_usage
else
del(src) //need at least two generator posts
/obj/machinery/shieldwall/attack_hand(mob/user as mob)
return
/obj/machinery/shieldwall/process()
if(needs_power)
if(isnull(gen_primary)||isnull(gen_secondary))
del(src)
return
if(!(gen_primary.active)||!(gen_secondary.active))
del(src)
return
if(prob(50))
gen_primary.storedpower -= power_usage
else
gen_secondary.storedpower -= power_usage
/obj/machinery/shieldwall/bullet_act(var/obj/item/projectile/Proj)
if(needs_power)
var/obj/machinery/shieldwallgen/G
if(prob(50))
G = gen_primary
else
G = gen_secondary
G.storedpower -= 400 * Proj.damage
..()
return
/obj/machinery/shieldwall/ex_act(severity)
if(needs_power)
var/obj/machinery/shieldwallgen/G
switch(severity)
if(1.0) //big boom
if(prob(50))
G = gen_primary
else
G = gen_secondary
G.storedpower -= 120000
if(2.0) //medium boom
if(prob(50))
G = gen_primary
else
G = gen_secondary
G.storedpower -= 30000
if(3.0) //lil boom
if(prob(50))
G = gen_primary
else
G = gen_secondary
G.storedpower -= 12000
return
/obj/machinery/shieldwall/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover) && mover.checkpass(PASSGLASS))
return prob(20)
else
if (istype(mover, /obj/item/projectile))
return prob(10)
else
return !src.density

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@@ -0,0 +1,159 @@
//---------- shield capacitor
//pulls energy out of a power net and charges an adjacent generator
/obj/machinery/shield_capacitor
name = "shield capacitor"
desc = "Machine that charges a shield generator."
icon = 'icons/obj/machines/shielding.dmi'
icon_state = "capacitor"
var/active = 0
density = 1
var/stored_charge = 0 //not to be confused with power cell charge, this is in Joules
var/last_stored_charge = 0
var/time_since_fail = 100
var/max_charge = 8e6 //8 MJ
var/max_charge_rate = 400000 //400 kW
var/locked = 0
use_power = 0 //doesn't use APC power
var/charge_rate = 100000 //100 kW
var/obj/machinery/shield_gen/owned_gen
/obj/machinery/shield_capacitor/New()
spawn(10)
for(var/obj/machinery/shield_gen/possible_gen in range(1, src))
if(get_dir(src, possible_gen) == src.dir)
possible_gen.owned_capacitor = src
break
..()
/obj/machinery/shield_capacitor/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/C = W
if(access_captain in C.access || access_security in C.access || access_engine in C.access)
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
updateDialog()
else
user << "\red Access denied."
else if(istype(W, /obj/item/weapon/card/emag))
if(prob(75))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
updateDialog()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
else if(istype(W, /obj/item/weapon/wrench))
src.anchored = !src.anchored
src.visible_message("\blue \icon[src] [src] has been [anchored ? "bolted to the floor" : "unbolted from the floor"] by [user].")
if(anchored)
spawn(0)
for(var/obj/machinery/shield_gen/gen in range(1, src))
if(get_dir(src, gen) == src.dir && !gen.owned_capacitor)
owned_gen = gen
owned_gen.owned_capacitor = src
owned_gen.updateDialog()
else
if(owned_gen && owned_gen.owned_capacitor == src)
owned_gen.owned_capacitor = null
owned_gen = null
else
..()
/obj/machinery/shield_capacitor/attack_paw(user as mob)
return src.attack_hand(user)
/obj/machinery/shield_capacitor/attack_ai(user as mob)
return src.attack_hand(user)
/obj/machinery/shield_capacitor/attack_hand(mob/user)
if(stat & (BROKEN))
return
interact(user)
/obj/machinery/shield_capacitor/interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN)) )
if (!istype(user, /mob/living/silicon))
user.unset_machine()
user << browse(null, "window=shield_capacitor")
return
var/t = "<B>Shield Capacitor Control Console</B><br><br>"
if(locked)
t += "<i>Swipe your ID card to begin.</i>"
else
t += "This capacitor is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
t += "Capacitor Status: [time_since_fail > 2 ? "<font color=green>OK.</font>" : "<font color=red>Discharging!</font>"]<br>"
t += "Stored Energy: [round(stored_charge/1000, 0.1)] kJ ([100 * round(stored_charge/max_charge, 0.1)]%)<br>"
t += "Charge Rate: \
<a href='?src=\ref[src];charge_rate=-100000'>\[----\]</a> \
<a href='?src=\ref[src];charge_rate=-10000'>\[---\]</a> \
<a href='?src=\ref[src];charge_rate=-1000'>\[--\]</a> \
<a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[charge_rate] W \
<a href='?src=\ref[src];charge_rate=100'>\[+\]</a> \
<a href='?src=\ref[src];charge_rate=1000'>\[++\]</a> \
<a href='?src=\ref[src];charge_rate=10000'>\[+++\]</a> \
<a href='?src=\ref[src];charge_rate=100000'>\[+++\]</a><br>"
t += "<hr>"
t += "<A href='?src=\ref[src]'>Refresh</A> "
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=shield_capacitor;size=500x400")
user.set_machine(src)
/obj/machinery/shield_capacitor/process()
if (!anchored)
active = 0
//see if we can connect to a power net.
var/datum/powernet/PN
var/turf/T = src.loc
var/obj/structure/cable/C = T.get_cable_node()
if (C)
PN = C.powernet
if (PN)
var/power_draw = between(0, max_charge - stored_charge, charge_rate) //what we are trying to draw
power_draw = PN.draw_power(power_draw) //what we actually get
stored_charge += power_draw
time_since_fail++
if(stored_charge < last_stored_charge)
time_since_fail = 0 //losing charge faster than we can draw from PN
last_stored_charge = stored_charge
/obj/machinery/shield_capacitor/Topic(href, href_list[])
..()
if( href_list["close"] )
usr << browse(null, "window=shield_capacitor")
usr.unset_machine()
return
if( href_list["toggle"] )
if(!active && !anchored)
usr << "\red The [src] needs to be firmly secured to the floor first."
return
active = !active
if( href_list["charge_rate"] )
charge_rate = between(10000, charge_rate + text2num(href_list["charge_rate"]), max_charge_rate)
updateDialog()
/obj/machinery/shield_capacitor/power_change()
if(stat & BROKEN)
icon_state = "broke"
else
..()
/obj/machinery/shield_capacitor/verb/rotate()
set name = "Rotate capacitor clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored)
usr << "It is fastened to the floor!"
return
src.dir = turn(src.dir, 270)
return

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@@ -0,0 +1,259 @@
//renwicks: fictional unit to describe shield strength
//a small meteor hit will deduct 1 renwick of strength from that shield tile
//light explosion range will do 1 renwick's damage
//medium explosion range will do 2 renwick's damage
//heavy explosion range will do 3 renwick's damage
//explosion damage is cumulative. if a tile is in range of light, medium and heavy damage, it will take a hit from all three
/obj/machinery/shield_gen
name = "bubble shield generator"
desc = "Machine that generates an impenetrable field of energy when activated."
icon = 'icons/obj/machines/shielding.dmi'
icon_state = "generator0"
var/active = 0
var/field_radius = 3
var/max_field_radius = 100
var/list/field
density = 1
var/locked = 0
var/average_field_strength = 0
var/strengthen_rate = 0.2
var/max_strengthen_rate = 0.5 //the maximum rate that the generator can increase the average field strength
var/dissipation_rate = 0.030 //the percentage of the shield strength that needs to be replaced each second
var/min_dissipation = 0.1 //will dissipate by at least this rate in renwicks per field tile (otherwise field would never dissipate completely as dissipation is a percentage)
var/powered = 0
var/check_powered = 1
var/obj/machinery/shield_capacitor/owned_capacitor
var/target_field_strength = 10
var/max_field_strength = 10
var/time_since_fail = 100
var/energy_conversion_rate = 0.0002 //how many renwicks per watt?
use_power = 0 //doesn't use APC power
/obj/machinery/shield_gen/New()
spawn(10)
for(var/obj/machinery/shield_capacitor/possible_cap in range(1, src))
if(get_dir(possible_cap, src) == possible_cap.dir)
owned_capacitor = possible_cap
break
field = new/list()
..()
/obj/machinery/shield_gen/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/C = W
if(access_captain in C.access || access_security in C.access || access_engine in C.access)
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
updateDialog()
else
user << "\red Access denied."
else if(istype(W, /obj/item/weapon/card/emag))
if(prob(75))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
updateDialog()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
else if(istype(W, /obj/item/weapon/wrench))
src.anchored = !src.anchored
src.visible_message("\blue \icon[src] [src] has been [anchored?"bolted to the floor":"unbolted from the floor"] by [user].")
if(active)
toggle()
if(anchored)
spawn(0)
for(var/obj/machinery/shield_capacitor/cap in range(1, src))
if(cap.owned_gen)
continue
if(get_dir(cap, src) == cap.dir && src.anchored)
owned_capacitor = cap
owned_capacitor.owned_gen = src
updateDialog()
break
else
if(owned_capacitor && owned_capacitor.owned_gen == src)
owned_capacitor.owned_gen = null
owned_capacitor = null
else
..()
/obj/machinery/shield_gen/attack_paw(user as mob)
return src.attack_hand(user)
/obj/machinery/shield_gen/attack_ai(user as mob)
return src.attack_hand(user)
/obj/machinery/shield_gen/attack_hand(mob/user)
if(stat & (BROKEN))
return
interact(user)
/obj/machinery/shield_gen/interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN)) )
if (!istype(user, /mob/living/silicon))
user.unset_machine()
user << browse(null, "window=shield_generator")
return
var/t = "<B>Shield Generator Control Console</B><BR><br>"
if(locked)
t += "<i>Swipe your ID card to begin.</i>"
else
t += "[owned_capacitor ? "<font color=green>Charge capacitor connected.</font>" : "<font color=red>Unable to locate charge capacitor!</font>"]<br>"
t += "This generator is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
t += "Field Status: [time_since_fail > 2 ? "<font color=green>Stable</font>" : "<font color=red>Unstable</font>"]<br>"
t += "Coverage Radius (restart required): \
<a href='?src=\ref[src];change_radius=-50'>---</a> \
<a href='?src=\ref[src];change_radius=-5'>--</a> \
<a href='?src=\ref[src];change_radius=-1'>-</a> \
[field_radius] m \
<a href='?src=\ref[src];change_radius=1'>+</a> \
<a href='?src=\ref[src];change_radius=5'>++</a> \
<a href='?src=\ref[src];change_radius=50'>+++</a><br>"
t += "Overall Field Strength: [round(average_field_strength, 0.01)] Renwick ([target_field_strength ? round(100 * average_field_strength / target_field_strength, 0.1) : "NA"]%)<br>"
t += "Upkeep Power: [round(field.len * max(average_field_strength * dissipation_rate, min_dissipation) / energy_conversion_rate)] W<br>"
t += "Charge Rate: <a href='?src=\ref[src];strengthen_rate=-0.1'>--</a> \
[strengthen_rate] Renwick/s \
<a href='?src=\ref[src];strengthen_rate=0.1'>++</a><br>"
t += "Shield Generation Power: [round(field.len * min(strengthen_rate, target_field_strength - average_field_strength) / energy_conversion_rate)] W<br>"
t += "Maximum Field Strength: \
<a href='?src=\ref[src];target_field_strength=-10'>\[min\]</a> \
<a href='?src=\ref[src];target_field_strength=-5'>--</a> \
<a href='?src=\ref[src];target_field_strength=-1'>-</a> \
[target_field_strength] Renwick \
<a href='?src=\ref[src];target_field_strength=1'>+</a> \
<a href='?src=\ref[src];target_field_strength=5'>++</a> \
<a href='?src=\ref[src];target_field_strength=10'>\[max\]</a><br>"
t += "<hr>"
t += "<A href='?src=\ref[src]'>Refresh</A> "
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=shield_generator;size=500x400")
user.set_machine(src)
/obj/machinery/shield_gen/process()
if (!anchored && active)
toggle()
average_field_strength = max(average_field_strength, 0)
if(field.len)
time_since_fail++
var/total_renwick_increase = 0 //the amount of renwicks that the generator can add this tick, over the entire field
var/renwick_upkeep_per_field = max(average_field_strength * dissipation_rate, min_dissipation)
//figure out how much energy we need to draw from the capacitor
if(active && owned_capacitor && owned_capacitor.active)
var/target_renwick_increase = min(target_field_strength - average_field_strength, strengthen_rate) + renwick_upkeep_per_field //per field tile
var/required_energy = field.len * target_renwick_increase / energy_conversion_rate
var/assumed_charge = min(owned_capacitor.stored_charge, required_energy)
total_renwick_increase = assumed_charge * energy_conversion_rate
owned_capacitor.stored_charge -= assumed_charge
else
renwick_upkeep_per_field = max(renwick_upkeep_per_field, 0.5)
var/renwick_increase_per_field = total_renwick_increase/field.len //per field tile
average_field_strength = 0 //recalculate the average field strength
for(var/obj/effect/energy_field/E in field)
var/amount_to_strengthen = renwick_increase_per_field - renwick_upkeep_per_field
if(E.ticks_recovering > 0 && amount_to_strengthen > 0)
E.Strengthen( min(amount_to_strengthen / 10, 0.1) )
E.ticks_recovering -= 1
else
E.Strengthen(amount_to_strengthen)
average_field_strength += E.strength
average_field_strength /= field.len
if(average_field_strength < 1)
time_since_fail = 0
else
average_field_strength = 0
/obj/machinery/shield_gen/Topic(href, href_list[])
..()
if( href_list["close"] )
usr << browse(null, "window=shield_generator")
usr.unset_machine()
return
else if( href_list["toggle"] )
if (!active && !anchored)
usr << "\red The [src] needs to be firmly secured to the floor first."
return
toggle()
else if( href_list["change_radius"] )
field_radius = between(0, field_radius + text2num(href_list["change_radius"]), max_field_radius)
else if( href_list["strengthen_rate"] )
strengthen_rate = between(0, strengthen_rate + text2num(href_list["strengthen_rate"]), max_strengthen_rate)
else if( href_list["target_field_strength"] )
target_field_strength = between(1, target_field_strength + text2num(href_list["target_field_strength"]), max_field_strength)
updateDialog()
/obj/machinery/shield_gen/ex_act(var/severity)
if(active)
toggle()
return ..()
/obj/machinery/shield_gen/proc/toggle()
set background = 1
active = !active
update_icon()
if(active)
var/list/covered_turfs = get_shielded_turfs()
var/turf/T = get_turf(src)
if(T in covered_turfs)
covered_turfs.Remove(T)
for(var/turf/O in covered_turfs)
var/obj/effect/energy_field/E = new(O)
field.Add(E)
del covered_turfs
for(var/mob/M in view(5,src))
M << "\icon[src] You hear heavy droning start up."
else
for(var/obj/effect/energy_field/D in field)
field.Remove(D)
D.loc = null
for(var/mob/M in view(5,src))
M << "\icon[src] You hear heavy droning fade out."
/obj/machinery/shield_gen/update_icon()
if(stat & BROKEN)
icon_state = "broke"
else
if (src.active)
icon_state = "generator1"
else
icon_state = "generator0"
//TODO MAKE THIS MULTIZ COMPATIBLE
//grab the border tiles in a circle around this machine
/obj/machinery/shield_gen/proc/get_shielded_turfs()
var/list/out = list()
var/turf/gen_turf = get_turf(src)
if (!gen_turf)
return
var/turf/T
for (var/x_offset = -field_radius; x_offset <= field_radius; x_offset++)
T = locate(gen_turf.x + x_offset, gen_turf.y - field_radius, gen_turf.z)
if (T) out += T
T = locate(gen_turf.x + x_offset, gen_turf.y + field_radius, gen_turf.z)
if (T) out += T
for (var/y_offset = -field_radius+1; y_offset < field_radius; y_offset++)
T = locate(gen_turf.x - field_radius, gen_turf.y + y_offset, gen_turf.z)
if (T) out += T
T = locate(gen_turf.x + field_radius, gen_turf.y + y_offset, gen_turf.z)
if (T) out += T
return out

View File

@@ -0,0 +1,27 @@
//---------- external shield generator
//generates an energy field that loops around any built up area in space (is useless inside) halts movement and airflow, is blocked by walls, windows, airlocks etc
/obj/machinery/shield_gen/external
name = "hull shield generator"
/obj/machinery/shield_gen/external/New()
..()
//NOT MULTIZ COMPATIBLE
//Search for space turfs within range that are adjacent to a simulated turf.
/obj/machinery/shield_gen/external/get_shielded_turfs()
var/list/out = list()
var/turf/gen_turf = get_turf(src)
if (!gen_turf)
return
var/turf/T
for (var/x_offset = -field_radius; x_offset <= field_radius; x_offset++)
for (var/y_offset = -field_radius; y_offset <= field_radius; y_offset++)
T = locate(gen_turf.x + x_offset, gen_turf.y + y_offset, gen_turf.z)
if (istype(T, /turf/space))
//check neighbors of T
if (locate(/turf/simulated/) in orange(1, T))
out += T
return out