mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
Reorganizes shieldgen source code and icon files
This commit is contained in:
@@ -318,7 +318,6 @@
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#include "code\game\machinery\requests_console.dm"
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#include "code\game\machinery\robot_fabricator.dm"
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#include "code\game\machinery\seed_extractor.dm"
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#include "code\game\machinery\shieldgen.dm"
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#include "code\game\machinery\Sleeper.dm"
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#include "code\game\machinery\spaceheater.dm"
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#include "code\game\machinery\status_display.dm"
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@@ -1316,6 +1315,13 @@
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#include "code\modules\scripting\Scanner\Tokens.dm"
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#include "code\modules\security levels\keycard authentication.dm"
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#include "code\modules\security levels\security levels.dm"
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#include "code\modules\shieldgen\circuits_and_designs.dm"
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#include "code\modules\shieldgen\emergency_shield.dm"
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#include "code\modules\shieldgen\energy_field.dm"
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#include "code\modules\shieldgen\sheldwallgen.dm"
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#include "code\modules\shieldgen\shield_capacitor.dm"
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#include "code\modules\shieldgen\shield_gen.dm"
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#include "code\modules\shieldgen\shield_gen_external.dm"
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#include "code\modules\shuttles\antagonist.dm"
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#include "code\modules\shuttles\departmental.dm"
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#include "code\modules\shuttles\shuttle.dm"
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@@ -1388,11 +1394,6 @@
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#include "code\WorkInProgress\Cael_Aislinn\Rust\gyrotron_controller.dm"
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#include "code\WorkInProgress\Cael_Aislinn\Rust\radiation.dm"
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#include "code\WorkInProgress\Cael_Aislinn\Rust\virtual_particle_catcher.dm"
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#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\circuits_and_designs.dm"
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#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\energy_field.dm"
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#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_capacitor.dm"
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#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_gen.dm"
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#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_gen_external.dm"
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#include "code\WorkInProgress\Cael_Aislinn\Supermatter\LaserComputer.dm"
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#include "code\WorkInProgress\Cael_Aislinn\Supermatter\ZeroPointLaser.dm"
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#include "code\WorkInProgress\Chinsky\ashtray.dm"
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@@ -1,673 +0,0 @@
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/obj/machinery/shield
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name = "Emergency energy shield"
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desc = "An energy shield used to contain hull breaches."
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icon = 'icons/effects/effects.dmi'
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icon_state = "shield-old"
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density = 1
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opacity = 0
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anchored = 1
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unacidable = 1
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var/const/max_health = 200
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var/health = max_health //The shield can only take so much beating (prevents perma-prisons)
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var/shield_generate_power = 7500 //how much power we use when regenerating
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var/shield_idle_power = 1500 //how much power we use when just being sustained.
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/obj/machinery/shield/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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/obj/machinery/shield/Del()
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opacity = 0
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density = 0
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update_nearby_tiles()
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..()
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/obj/machinery/shield/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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//Looks like copy/pasted code... I doubt 'need_rebuild' is even used here - Nodrak
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/obj/machinery/shield/proc/update_nearby_tiles(need_rebuild)
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if(!air_master)
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return 0
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air_master.mark_for_update(get_turf(src))
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return 1
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/obj/machinery/shield/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(!istype(W)) return
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//Calculate damage
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var/aforce = W.force
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if(W.damtype == BRUTE || W.damtype == BURN)
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src.health -= aforce
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//Play a fitting sound
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playsound(src.loc, 'sound/effects/EMPulse.ogg', 75, 1)
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if (src.health <= 0)
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visible_message("\blue The [src] dissipates!")
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del(src)
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return
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opacity = 1
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spawn(20) if(src) opacity = 0
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..()
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/obj/machinery/shield/meteorhit()
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src.health -= max_health*0.75 //3/4 health as damage
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if(src.health <= 0)
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visible_message("\blue The [src] dissipates!")
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del(src)
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return
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opacity = 1
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spawn(20) if(src) opacity = 0
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return
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/obj/machinery/shield/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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if(health <=0)
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visible_message("\blue The [src] dissipates!")
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del(src)
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return
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opacity = 1
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spawn(20) if(src) opacity = 0
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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/shield/emp_act(severity)
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switch(severity)
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if(1)
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del(src)
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if(2)
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if(prob(50))
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del(src)
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/obj/machinery/shield/blob_act()
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del(src)
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/obj/machinery/shield/hitby(AM as mob|obj)
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//Let everyone know we've been hit!
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visible_message("\red <B>[src] was hit by [AM].</B>")
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//Super realistic, resource-intensive, real-time damage calculations.
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var/tforce = 0
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if(ismob(AM))
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tforce = 40
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else
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tforce = AM:throwforce
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src.health -= tforce
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//This seemed to be the best sound for hitting a force field.
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playsound(src.loc, 'sound/effects/EMPulse.ogg', 100, 1)
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//Handle the destruction of the shield
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if (src.health <= 0)
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visible_message("\blue The [src] dissipates!")
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del(src)
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return
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//The shield becomes dense to absorb the blow.. purely asthetic.
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opacity = 1
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spawn(20) if(src) opacity = 0
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..()
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return
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/obj/machinery/shieldgen
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name = "Emergency shield projector"
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desc = "Used to seal minor hull breaches."
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icon = 'icons/obj/objects.dmi'
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icon_state = "shieldoff"
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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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req_access = list(access_engine)
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var/const/max_health = 100
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var/health = max_health
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var/active = 0
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var/malfunction = 0 //Malfunction causes parts of the shield to slowly dissapate
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var/list/deployed_shields = list()
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var/list/regenerating = list()
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var/is_open = 0 //Whether or not the wires are exposed
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var/locked = 0
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var/check_delay = 60 //periodically recheck if we need to rebuild a shield
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use_power = 0
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idle_power_usage = 0
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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/proc/shields_up()
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if(active) return 0 //If it's already turned on, how did this get called?
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src.active = 1
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update_icon()
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create_shields()
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idle_power_usage = 0
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for(var/obj/machinery/shield/shield_tile in deployed_shields)
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idle_power_usage += shield_tile.shield_idle_power
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update_use_power(1)
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/obj/machinery/shieldgen/proc/shields_down()
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if(!active) return 0 //If it's already off, how did this get called?
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src.active = 0
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update_icon()
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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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update_use_power(0)
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/obj/machinery/shieldgen/proc/create_shields()
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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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var/obj/machinery/shield/S = new/obj/machinery/shield(target_tile)
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deployed_shields += S
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use_power(S.shield_generate_power)
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/obj/machinery/shieldgen/process()
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if (!active)
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return
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if(malfunction)
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if(deployed_shields.len && prob(5))
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del(pick(deployed_shields))
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else
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if (check_delay <= 0)
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create_shields()
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var/new_power_usage = 0
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for(var/obj/machinery/shield/shield_tile in deployed_shields)
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new_power_usage += shield_tile.shield_idle_power
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if (new_power_usage != idle_power_usage)
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idle_power_usage = new_power_usage
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use_power(0)
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check_delay = 60
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else
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check_delay--
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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 <= 0)
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del(src)
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update_icon()
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return
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/obj/machinery/shieldgen/meteorhit(obj/O as obj)
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src.health -= max_health*0.25 //A quarter of the machine's health
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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/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/shieldgen/emp_act(severity)
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switch(severity)
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if(1)
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src.health /= 2 //cut health in half
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malfunction = 1
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locked = pick(0,1)
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if(2)
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if(prob(50))
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src.health *= 0.3 //chop off a third of the health
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malfunction = 1
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checkhp()
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/obj/machinery/shieldgen/attack_hand(mob/user as mob)
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if(locked)
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user << "The machine is locked, you are unable to use it."
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return
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if(is_open)
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user << "The panel must be closed before operating this machine."
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return
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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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if(anchored)
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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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else
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user << "The device must first be secured to the floor."
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return
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/obj/machinery/shieldgen/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/card/emag))
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malfunction = 1
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update_icon()
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else if(istype(W, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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if(is_open)
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user << "\blue You close the panel."
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is_open = 0
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else
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user << "\blue You open the panel and expose the wiring."
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is_open = 1
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else if(istype(W, /obj/item/weapon/cable_coil) && malfunction && is_open)
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var/obj/item/weapon/cable_coil/coil = W
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user << "\blue You begin to replace the wires."
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//if(do_after(user, min(60, round( ((maxhealth/health)*10)+(malfunction*10) ))) //Take longer to repair heavier damage
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if(do_after(user, 30))
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if(!src || !coil) return
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coil.use(1)
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health = max_health
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malfunction = 0
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user << "\blue You repair the [src]!"
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update_icon()
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else if(istype(W, /obj/item/weapon/wrench))
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if(locked)
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user << "The bolts are covered, unlocking this would retract the covers."
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return
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if(anchored)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "\blue You unsecure the [src] from the floor!"
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if(active)
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user << "\blue The [src] shuts off!"
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src.shields_down()
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anchored = 0
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else
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if(istype(get_turf(src), /turf/space)) return //No wrenching these in space!
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "\blue You secure the [src] to the floor!"
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anchored = 1
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else 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 << "The 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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..()
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/obj/machinery/shieldgen/update_icon()
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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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////FIELD GEN START //shameless copypasta from fieldgen, powersink, and grille
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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 = 'icons/obj/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_teleporter)
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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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//There have to be at least two posts, so these are effectively doubled
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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.
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var/max_stored_power = 50000 //50 kW
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use_power = 0 //Draws directly from power net. Does not use 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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for(var/dir in list(1,2,4,8)) src.cleanup(dir)
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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/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/datum/powernet/PN
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||||
if(C) PN = C.powernet // find the powernet of the connected cable
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||||
|
||||
if(!PN)
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||||
power = 0
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||||
return 0
|
||||
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||||
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
|
||||
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||||
//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
|
||||
348
code/modules/shieldgen/emergency_shield.dm
Normal file
348
code/modules/shieldgen/emergency_shield.dm
Normal file
@@ -0,0 +1,348 @@
|
||||
/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
|
||||
@@ -4,7 +4,7 @@
|
||||
/obj/effect/energy_field
|
||||
name = "energy field"
|
||||
desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
|
||||
icon = 'code/WorkInProgress/Cael_Aislinn/ShieldGen/shielding.dmi'
|
||||
icon = 'icons/obj/machines/shielding.dmi'
|
||||
icon_state = "shieldsparkles"
|
||||
anchored = 1
|
||||
layer = 4.1 //just above mobs
|
||||
324
code/modules/shieldgen/sheldwallgen.dm
Normal file
324
code/modules/shieldgen/sheldwallgen.dm
Normal file
@@ -0,0 +1,324 @@
|
||||
////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
|
||||
@@ -5,7 +5,7 @@
|
||||
/obj/machinery/shield_capacitor
|
||||
name = "shield capacitor"
|
||||
desc = "Machine that charges a shield generator."
|
||||
icon = 'code/WorkInProgress/Cael_Aislinn/ShieldGen/shielding.dmi'
|
||||
icon = 'icons/obj/machines/shielding.dmi'
|
||||
icon_state = "capacitor"
|
||||
var/active = 0
|
||||
density = 1
|
||||
@@ -87,7 +87,7 @@
|
||||
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 += "Charge: [stored_charge] J ([100 * stored_charge/max_charge]%)<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> \
|
||||
@@ -8,7 +8,7 @@
|
||||
/obj/machinery/shield_gen
|
||||
name = "bubble shield generator"
|
||||
desc = "Machine that generates an impenetrable field of energy when activated."
|
||||
icon = 'code/WorkInProgress/Cael_Aislinn/ShieldGen/shielding.dmi'
|
||||
icon = 'icons/obj/machines/shielding.dmi'
|
||||
icon_state = "generator0"
|
||||
var/active = 0
|
||||
var/field_radius = 3
|
||||
@@ -112,7 +112,7 @@
|
||||
<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) : "NA"]%)<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 \
|
||||
|
Before Width: | Height: | Size: 2.4 KiB After Width: | Height: | Size: 2.4 KiB |
Reference in New Issue
Block a user