Merge pull request #3292 from Neerti/4/13/2017_shields

Changes Shields
This commit is contained in:
Anewbe
2017-04-14 23:47:23 -05:00
committed by GitHub
14 changed files with 444 additions and 137 deletions

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@@ -3,6 +3,10 @@ var/global/defer_powernet_rebuild = 0 // True if net rebuild will be called
#define CELLRATE 0.002 // Multiplier for watts per tick <> cell storage (e.g., 0.02 means if there is a load of 1000 watts, 20 units will be taken from a cell per second)
// It's a conversion constant. power_used*CELLRATE = charge_provided, or charge_used/CELLRATE = power_provided
#define KILOWATTS *1000
#define MEGAWATTS *1000000
#define GIGAWATTS *1000000000
// Doors!
#define DOOR_CRUSH_DAMAGE 20
#define ALIEN_SELECT_AFK_BUFFER 1 // How many minutes that a person can be AFK before not being allowed to be an alien.

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@@ -1299,3 +1299,16 @@ var/mob/dview/dview_mob = new
tY = max(1, min(world.maxy, origin.y + (text2num(tY) - (world.view + 1))))
return locate(tX, tY, tZ)
// Displays something as commonly used (non-submultiples) SI units.
/proc/format_SI(var/number, var/symbol)
switch(round(abs(number)))
if(0 to 1000-1)
return "[number] [symbol]"
if(1e3 to 1e6-1)
return "[round(number / 1000, 0.1)] k[symbol]" // kilo
if(1e6 to 1e9-1)
return "[round(number / 1e6, 0.1)] M[symbol]" // mega
if(1e9 to 1e12-1) // Probably not needed but why not be complete?
return "[round(number / 1e9, 0.1)] G[symbol]" // giga
if(1e12 to 1e15-1)
return "[round(number / 1e12, 0.1)] T[symbol]" // tera

View File

@@ -80,6 +80,10 @@
var/turf/T = locate(endx, endy, Z)
return T
// Override for special behavior when getting hit by meteors, and only meteors. Return one if the meteor hasn't been 'stopped'.
/atom/proc/handle_meteor_impact(var/obj/effect/meteor/meteor)
return TRUE
///////////////////////
//The meteor effect
//////////////////////
@@ -101,6 +105,11 @@
var/meteordrop = /obj/item/weapon/ore/iron
var/dropamt = 2
// How much damage it does to walls, using take_damage().
// Normal walls will die to 150 or more, where as reinforced walls need 800 to penetrate. Durasteel walls need 1200 damage to go through.
// Multiply this and the hits var to get a rough idea of how penetrating a meteor is.
var/wall_power = 100
/obj/effect/meteor/New()
..()
z_original = z
@@ -132,8 +141,11 @@
/obj/effect/meteor/Bump(atom/A)
if(A)
ram_turf(get_turf(A))
get_hit()
if(A.handle_meteor_impact(src)) // Used for special behaviour when getting hit specifically by a meteor, like a shield.
ram_turf(get_turf(A))
get_hit()
else
die(0)
/obj/effect/meteor/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
return istype(mover, /obj/effect/meteor) ? 1 : ..()
@@ -146,7 +158,11 @@
//then, ram the turf if it still exists
if(T)
T.ex_act(hitpwr)
if(istype(T, /turf/simulated/wall))
var/turf/simulated/wall/W = T
W.take_damage(wall_power) // Stronger walls can halt asteroids.
else
T.ex_act(hitpwr) // Floors and other things lack fancy health.
//process getting 'hit' by colliding with a dense object
@@ -154,9 +170,12 @@
/obj/effect/meteor/proc/get_hit()
hits--
if(hits <= 0)
make_debris()
meteor_effect()
qdel(src)
die(1)
/obj/effect/meteor/proc/die(var/explode = 1)
make_debris()
meteor_effect(explode)
qdel(src)
/obj/effect/meteor/ex_act()
return
@@ -172,21 +191,24 @@
var/obj/item/O = new meteordrop(get_turf(src))
O.throw_at(dest, 5, 10)
/obj/effect/meteor/proc/meteor_effect()
/obj/effect/meteor/proc/shake_players()
for(var/mob/M in player_list)
var/turf/T = get_turf(M)
if(!T || T.z != src.z)
continue
var/dist = get_dist(M.loc, src.loc)
shake_camera(M, dist > 20 ? 3 : 5, dist > 20 ? 1 : 3)
/obj/effect/meteor/proc/meteor_effect(var/explode)
if(heavy)
for(var/mob/M in player_list)
var/turf/T = get_turf(M)
if(!T || T.z != src.z)
continue
var/dist = get_dist(M.loc, src.loc)
shake_camera(M, dist > 20 ? 3 : 5, dist > 20 ? 1 : 3)
shake_players()
///////////////////////
//Meteor types
///////////////////////
//Dust
// Dust breaks windows and hurts normal walls, generally more of an annoyance than a danger unless two happen to hit the same spot.
/obj/effect/meteor/dust
name = "space dust"
icon_state = "dust"
@@ -194,63 +216,74 @@
hits = 1
hitpwr = 3
meteordrop = /obj/item/weapon/ore/glass
wall_power = 50
//Medium-sized
// Medium-sized meteors aren't very special and can be stopped easily by r-walls.
/obj/effect/meteor/medium
name = "meteor"
dropamt = 3
wall_power = 200
/obj/effect/meteor/medium/meteor_effect()
/obj/effect/meteor/medium/meteor_effect(var/explode)
..()
explosion(src.loc, 0, 1, 2, 3, 0)
if(explode)
explosion(src.loc, 0, 1, 2, 3, 0)
//Large-sized
// Large-sized meteors generally pack the most punch, but are more concentrated towards the epicenter.
/obj/effect/meteor/big
name = "large meteor"
icon_state = "large"
hits = 6
hits = 8
heavy = 1
dropamt = 4
wall_power = 400
/obj/effect/meteor/big/meteor_effect()
/obj/effect/meteor/big/meteor_effect(var/explode)
..()
explosion(src.loc, 1, 2, 3, 4, 0)
if(explode)
explosion(src.loc, devastation_range = 2, heavy_impact_range = 4, light_impact_range = 6, flash_range = 12, adminlog = 0)
//Flaming meteor
// 'Flaming' meteors do less overall damage but are spread out more due to a larger but weaker explosion at the end.
/obj/effect/meteor/flaming
name = "flaming meteor"
icon_state = "flaming"
hits = 5
heavy = 1
meteordrop = /obj/item/weapon/ore/phoron
wall_power = 100
/obj/effect/meteor/flaming/meteor_effect()
/obj/effect/meteor/flaming/meteor_effect(var/explode)
..()
explosion(src.loc, 1, 2, 3, 4, 0, 0, 5)
if(explode)
explosion(src.loc, devastation_range = 1, heavy_impact_range = 2, light_impact_range = 8, flash_range = 16, adminlog = 0)
//Radiation meteor
// Irradiated meteors do less physical damage but project a ten-tile ranged pulse of radiation upon exploding.
/obj/effect/meteor/irradiated
name = "glowing meteor"
icon_state = "glowing"
heavy = 1
meteordrop = /obj/item/weapon/ore/uranium
wall_power = 75
/obj/effect/meteor/irradiated/meteor_effect()
/obj/effect/meteor/irradiated/meteor_effect(var/explode)
..()
explosion(src.loc, 0, 0, 4, 3, 0)
if(explode)
explosion(src.loc, devastation_range = 0, heavy_impact_range = 0, light_impact_range = 4, flash_range = 6, adminlog = 0)
new /obj/effect/decal/cleanable/greenglow(get_turf(src))
for(var/mob/living/L in view(5, src))
for(var/mob/living/L in view(10, src))
L.apply_effect(40, IRRADIATE)
// This meteor fries toasters.
/obj/effect/meteor/emp
name = "conducting meteor"
icon_state = "glowing_blue"
desc = "Hide your floppies!"
meteordrop = /obj/item/weapon/ore/osmium
dropamt = 3
wall_power = 80
/obj/effect/meteor/emp/meteor_effect()
/obj/effect/meteor/emp/meteor_effect(var/explode)
..()
// Best case scenario: Comparable to a low-yield EMP grenade.
// Worst case scenario: Comparable to a standard yield EMP grenade.
@@ -265,10 +298,12 @@
hitpwr = 1
heavy = 1
meteordrop = /obj/item/weapon/ore/phoron
wall_power = 150
/obj/effect/meteor/tunguska/meteor_effect()
/obj/effect/meteor/tunguska/meteor_effect(var/explode)
..()
explosion(src.loc, 5, 10, 15, 20, 0)
if(explode)
explosion(src.loc, 5, 10, 15, 20, 0)
/obj/effect/meteor/tunguska/Bump()
..()

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@@ -944,7 +944,7 @@ About the new airlock wires panel:
healthcheck()
/obj/effect/energy_field/airlock_crush(var/crush_damage)
Stress(crush_damage)
adjust_strength(crush_damage)
/obj/structure/closet/airlock_crush(var/crush_damage)
..()

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@@ -1,61 +1,100 @@
//---------- actual energy field
// Each field object has a strength var (mensured in "Renwicks").
// Melee weapons do 5% of their normal (force var) damage, so a harmbaton would do 0.75 Renwick.
// Projectiles do 5% of their structural damage, so a normal laser would do 2 Renwick damage.
// For meteors, one Renwick is about equal to one layer of r-wall.
// Meteors will be completely halted by the shield if the shield survives the impact.
// Explosions do 4 Renwick of damage per severity, at a max of 12.
/obj/effect/energy_field
name = "energy field"
name = "energy shield 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"
icon_state = "shield"
alpha = 100
anchored = 1
layer = 4.1 //just above mobs
density = 0
invisibility = 101
var/strength = 0
var/obj/machinery/shield_gen/my_gen = null
var/strength = 0 // in Renwicks
var/ticks_recovering = 10
var/max_strength = 10
/obj/effect/energy_field/New()
..()
/obj/effect/energy_field/New(var/newloc, var/new_gen)
..(newloc)
my_gen = new_gen
update_nearby_tiles()
/obj/effect/energy_field/Destroy()
update_nearby_tiles()
my_gen.field.Remove(src)
my_gen = null
var/turf/current_loc = get_turf(src)
spawn(1) // Updates neightbors after we're gone.
for(var/direction in cardinal)
var/turf/T = get_step(current_loc, direction)
if(T)
for(var/obj/effect/energy_field/F in T)
F.update_icon()
..()
/obj/effect/energy_field/ex_act(var/severity)
Stress(0.5 + severity)
adjust_strength(-(4 - severity) * 4)
/obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj)
Stress(Proj.get_structure_damage() / 10)
adjust_strength(-Proj.get_structure_damage() / 10)
/obj/effect/energy_field/proc/Stress(var/severity)
strength -= severity
/obj/effect/energy_field/attackby(obj/item/W, mob/user)
if(W.force)
adjust_strength(-W.force / 20)
user.do_attack_animation(src)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
..()
//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/attack_hand(var/mob/living/user)
impact_effect(3) // Harmless, but still produces the 'impact' effect.
..()
/obj/effect/energy_field/proc/Strengthen(var/severity)
strength += severity
if (strength < 0)
strength = 0
/obj/effect/energy_field/Bumped(atom/A)
..(A)
impact_effect(2)
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
/obj/effect/energy_field/handle_meteor_impact(var/obj/effect/meteor/meteor)
var/penetrated = TRUE
adjust_strength(-max((meteor.wall_power * meteor.hits) / 800, 0)) // One renwick (strength var) equals one r-wall for the purposes of meteor-stopping.
sleep(1)
if(density) // Check if we're still up.
penetrated = FALSE
explosion(meteor.loc, 0, 0, 0, 0, 0, 0, 0) // For the sound effect.
// Returning FALSE will kill the meteor.
return penetrated // If the shield's still around, the meteor was successfully stopped, otherwise keep going and plow into the station.
/obj/effect/energy_field/proc/adjust_strength(amount, impact = 1)
var/old_density = density
if(strength >= 1)
invisibility = 0
density = 1
else if(strength < 1)
invisibility = 101
density = 0
if (density != old_density)
strength = between(0, strength + amount, max_strength)
//maptext = "[round(strength, 0.1)]/[max_strength]"
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
if(amount < 0) // Taking damage.
if(impact)
impact_effect(round(abs(amount * 2)))
ticks_recovering = min(ticks_recovering + 2, 10)
if(strength < 1) // We broke
density = 0
ticks_recovering = 10
strength = 0
else if(amount > 0) // Healing damage.
if(strength >= 1)
density = 1
if(density != old_density)
update_icon()
update_nearby_tiles()
/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
@@ -66,3 +105,44 @@
//return (!density || !height || air_group)
return !density
/obj/effect/energy_field/update_icon(var/update_neightbors = 0)
overlays.Cut()
var/list/adjacent_shields_dir = list()
for(var/direction in cardinal)
var/turf/T = get_step(src, direction)
if(T) // Incase we somehow stepped off the map.
for(var/obj/effect/energy_field/F in T)
if(update_neightbors)
F.update_icon(0)
adjacent_shields_dir |= direction
break
// Icon_state and Glow
if(density)
icon_state = "shield"
set_light(3, 3, "#66FFFF")
else
icon_state = "shield_broken"
set_light(3, 5, "#FF9900")
// Edge overlays
for(var/found_dir in adjacent_shields_dir)
overlays += image(src.icon, src, icon_state = "shield_edge", dir = found_dir)
// Small visual effect, makes the shield tiles brighten up by becoming more opaque for a moment, and spreads to nearby shields.
/obj/effect/energy_field/proc/impact_effect(var/i, var/list/affected_shields = list())
i = between(1, i, 10)
alpha = 200
animate(src, alpha = initial(alpha), time = 1 SECOND)
affected_shields |= src
i--
if(i)
spawn(2)
for(var/direction in cardinal)
var/turf/T = get_step(src, direction)
if(T) // Incase we somehow stepped off the map.
for(var/obj/effect/energy_field/F in T)
if(!(F in affected_shields))
F.impact_effect(i, affected_shields) // Spread the effect to them.

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@@ -0,0 +1,49 @@
/obj/item/weapon/shield_diffuser
name = "portable shield diffuser"
desc = "A small handheld device designed to disrupt energy barriers"
description_info = "This device disrupts shields on directly adjacent tiles (in a + shaped pattern), in a similar way the floor mounted variant does. It is, however, portable and run by an internal battery. Can be recharged with a regular recharger."
icon = 'icons/obj/machines/shielding.dmi'
icon_state = "hdiffuser_off"
var/obj/item/weapon/cell/device/cell
var/enabled = 0
/obj/item/weapon/shield_diffuser/update_icon()
if(enabled)
icon_state = "hdiffuser_on"
else
icon_state = "hdiffuser_off"
/obj/item/weapon/shield_diffuser/New()
cell = new(src)
..()
/obj/item/weapon/shield_diffuser/Destroy()
qdel(cell)
cell = null
if(enabled)
processing_objects.Remove(src)
. = ..()
/obj/item/weapon/shield_diffuser/process()
if(!enabled)
return
for(var/direction in cardinal)
var/turf/simulated/shielded_tile = get_step(get_turf(src), direction)
for(var/obj/effect/energy_field/S in shielded_tile)
if(istype(S) && cell.checked_use(10 KILOWATTS * CELLRATE))
qdel(S)
/obj/item/weapon/shield_diffuser/attack_self()
enabled = !enabled
update_icon()
if(enabled)
processing_objects.Add(src)
else
processing_objects.Remove(src)
to_chat(usr, "You turn \the [src] [enabled ? "on" : "off"].")
/obj/item/weapon/shield_diffuser/examine()
. = ..()
to_chat(usr, "The charge meter reads [cell ? cell.percent() : 0]%")
to_chat(usr, "It is [enabled ? "enabled" : "disabled"].")

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@@ -19,14 +19,6 @@
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/emag_act(var/remaining_charges, var/mob/user)
if(prob(75))
src.locked = !src.locked
@@ -54,13 +46,13 @@
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)
if(get_dir(src, gen) == src.dir)
owned_gen = gen
owned_gen.owned_capacitor = src
owned_gen.capacitors |= src
owned_gen.updateDialog()
else
if(owned_gen && owned_gen.owned_capacitor == src)
owned_gen.owned_capacitor = null
if(owned_gen && src in owned_gen.capacitors)
owned_gen.capacitors -= src
owned_gen = null
else
..()
@@ -82,16 +74,16 @@
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 += "Stored Energy: [format_SI(stored_charge, "J")] ([100 * round(stored_charge/max_charge, 0.01)]%)<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>[format_SI(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>"
<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>"

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@@ -0,0 +1,74 @@
/obj/machinery/shield_diffuser
name = "shield diffuser"
desc = "A small underfloor device specifically designed to disrupt energy barriers."
description_info = "This device disrupts shields on directly adjacent tiles (in a + shaped pattern). They are commonly installed around exterior airlocks to prevent shields from blocking EVA access."
icon = 'icons/obj/machines/shielding.dmi'
icon_state = "fdiffuser_on"
use_power = 2
idle_power_usage = 100
active_power_usage = 2000
anchored = 1
density = 0
level = 1
var/alarm = 0
var/enabled = 1
/obj/machinery/shield_diffuser/New()
..()
var/turf/T = get_turf(src)
hide(!T.is_plating())
//If underfloor, hide the cable
/obj/machinery/shield_diffuser/hide(var/i)
if(istype(loc, /turf))
invisibility = i ? 101 : 0
update_icon()
/obj/machinery/shield_diffuser/hides_under_flooring()
return 1
/obj/machinery/shield_diffuser/process()
if(alarm)
alarm--
if(!alarm)
update_icon()
return
if(!enabled)
return
for(var/direction in cardinal)
var/turf/simulated/shielded_tile = get_step(get_turf(src), direction)
for(var/obj/effect/energy_field/S in shielded_tile)
qdel(S)
/obj/machinery/shield_diffuser/update_icon()
if(alarm)
icon_state = "fdiffuser_emergency"
return
if((stat & (NOPOWER | BROKEN)) || !enabled)
icon_state = "fdiffuser_off"
else
icon_state = "fdiffuser_on"
/obj/machinery/shield_diffuser/attack_hand()
if(alarm)
to_chat(usr, "You press an override button on \the [src], re-enabling it.")
alarm = 0
update_icon()
return
enabled = !enabled
use_power = enabled + 1
update_icon()
to_chat(usr, "You turn \the [src] [enabled ? "on" : "off"].")
/obj/machinery/shield_diffuser/proc/meteor_alarm(var/duration)
if(!duration)
return
alarm = round(max(alarm, duration))
update_icon()
/obj/machinery/shield_diffuser/examine(var/mob/user)
. = ..()
to_chat(user, "It is [enabled ? "enabled" : "disabled"].")
if(alarm)
to_chat(user, "A red LED labeled \"Proximity Alarm\" is blinking on the control panel.")

View File

@@ -1,10 +1,3 @@
//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."
@@ -13,7 +6,7 @@
var/active = 0
var/field_radius = 3
var/max_field_radius = 100
var/list/field
var/list/field = list()
density = 1
var/locked = 0
var/average_field_strength = 0
@@ -23,20 +16,25 @@
var/min_dissipation = 0.01 //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/list/capacitors = list()
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?
var/z_range = 0 // How far 'up and or down' to extend the shield to, in z-levels. Only works on MultiZ supported z-levels.
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()
spawn(1 SECOND)
if(anchored)
for(var/obj/machinery/shield_capacitor/cap in range(1, src))
if(!cap.anchored)
continue
if(cap.owned_gen)
continue
if(get_dir(cap, src) == cap.dir)
capacitors |= cap
cap.owned_gen = src
..()
/obj/machinery/shield_gen/Destroy()
@@ -44,7 +42,7 @@
field.Remove(D)
D.loc = null
..()
/obj/machinery/shield_gen/emag_act(var/remaining_charges, var/mob/user)
if(prob(75))
src.locked = !src.locked
@@ -76,14 +74,14 @@
if(cap.owned_gen)
continue
if(get_dir(cap, src) == cap.dir && src.anchored)
owned_capacitor = cap
owned_capacitor.owned_gen = src
// owned_capacitor = cap
capacitors |= cap
cap.owned_gen = src
updateDialog()
break
// break
else
if(owned_capacitor && owned_capacitor.owned_gen == src)
owned_capacitor.owned_gen = null
owned_capacitor = null
for(var/obj/machinery/shield_capacitor/capacitor in capacitors)
capacitor.owned_gen = null
else
..()
@@ -105,7 +103,13 @@
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 += "[capacitors.len ? "<font color=green>Charge capacitor(s) connected.</font>" : "<font color=red>Unable to locate charge capacitor!</font>"]<br>"
var/i = 0
for(var/obj/machinery/shield_capacitor/capacitor in capacitors)
i++
t += "Capacitor #[i]: [capacitor.active ? "<font color=green>Online.</font>" : "<font color=red>Offline.</font>"] \
Charge: [round(capacitor.stored_charge/1000, 0.1)] kJ ([100 * round(capacitor.stored_charge/capacitor.max_charge, 0.01)]%) \
Status: [capacitor.time_since_fail > 2 ? "<font color=green>OK.</font>" : "<font color=red>Discharging!</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): \
@@ -116,12 +120,17 @@
<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>"
if(HasAbove(src.z) || HasBelow(src.z)) // Won't show up on maps lacking MultiZ support.
t += "Vertical Shielding (restart required): \
<a href='?src=\ref[src];z_range=-1'>-</a> \
[z_range] Vertical Range \
<a href='?src=\ref[src];z_range=1'>+</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 += "Upkeep Power: [format_SI(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 += "Shield Generation Power: [format_SI(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> \
@@ -148,13 +157,28 @@
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)
if(active && capacitors.len)
// Get a list of active capacitors to drain from.
var/list/active_capacitors = list()
for(var/obj/machinery/shield_capacitor/capacitor in capacitors) // Some capacitors might be off. Exclude them.
if(capacitor.active && capacitor.stored_charge > 0)
active_capacitors |= capacitor
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)
// Gets the charge for all capacitors
var/sum_charge = 0
for(var/obj/machinery/shield_capacitor/capacitor in active_capacitors)
sum_charge += capacitor.stored_charge
var/assumed_charge = min(sum_charge, required_energy)
total_renwick_increase = assumed_charge * energy_conversion_rate
owned_capacitor.stored_charge -= assumed_charge
for(var/obj/machinery/shield_capacitor/capacitor in active_capacitors)
capacitor.stored_charge -= max(assumed_charge / active_capacitors.len, 0) // Drain from all active capacitors evenly.
else
renwick_upkeep_per_field = max(renwick_upkeep_per_field, 0.5)
@@ -162,12 +186,13 @@
average_field_strength = 0 //recalculate the average field strength
for(var/obj/effect/energy_field/E in field)
E.max_strength = target_field_strength
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.adjust_strength( min(amount_to_strengthen / 10, 0.1), 0 )
E.ticks_recovering -= 1
else
E.Strengthen(amount_to_strengthen)
E.adjust_strength(amount_to_strengthen, 0)
average_field_strength += E.strength
@@ -194,6 +219,8 @@
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)
else if( href_list["z_range"] )
z_range = between(0, z_range + text2num(href_list["z_range"]), 10) // Max is extending ten z-levels up and down. Probably too big of a number but it shouldn't matter.
updateDialog()
@@ -213,16 +240,19 @@
if(T in covered_turfs)
covered_turfs.Remove(T)
for(var/turf/O in covered_turfs)
var/obj/effect/energy_field/E = new(O)
var/obj/effect/energy_field/E = new(O, src)
field.Add(E)
covered_turfs = null
for(var/mob/M in view(5,src))
M << "\icon[src] You hear heavy droning start up."
for(var/obj/effect/energy_field/E in field) // Update the icons here to ensure all the shields have been made already.
E.update_icon()
else
for(var/obj/effect/energy_field/D in field)
field.Remove(D)
D.loc = null
//D.loc = null
qdel(D)
for(var/mob/M in view(5,src))
M << "\icon[src] You hear heavy droning fade out."
@@ -236,12 +266,38 @@
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)
var/turf/T = get_turf(src)
if (!T)
return
out += get_shielded_turfs_on_z_level(T)
if(z_range)
var/i = z_range
while(HasAbove(T.z) && i)
T = GetAbove(T)
i--
if(istype(T))
out += get_shielded_turfs_on_z_level(T)
T = get_turf(src)
i = z_range
while(HasBelow(T.z) && i)
T = GetBelow(T)
i--
if(istype(T))
out += get_shielded_turfs_on_z_level(T)
return out
/obj/machinery/shield_gen/proc/get_shielded_turfs_on_z_level(var/turf/gen_turf)
var/list/out = list()
if (!gen_turf)
return
@@ -260,4 +316,4 @@
T = locate(gen_turf.x + field_radius, gen_turf.y + y_offset, gen_turf.z)
if (T) out += T
return out
return out

View File

@@ -7,15 +7,13 @@
/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()
/obj/machinery/shield_gen/external/get_shielded_turfs_on_z_level(var/turf/gen_turf)
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++)
@@ -24,4 +22,4 @@
//check neighbors of T
if (locate(/turf/simulated/) in orange(1, T))
out += T
return out
return out

View File

@@ -30,9 +30,9 @@
..()
for(var/obj/effect/energy_field/E in created_field)
if(E.strength < 1)
E.Strengthen(0.15)
E.adjust_strength(0.15, 0)
else if(E.strength < 5)
E.Strengthen(0.25)
E.adjust_strength(0.25, 0)
/datum/artifact_effect/forcefield/UpdateMove()
if(created_field.len && holder)

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@@ -31,12 +31,16 @@
"E" = (/obj/structure/cable/yellow{d1 = 1; d2 = 2; icon_state = "1-2"},/obj/effect/floor_decal/corner/white/diagonal,/turf/simulated/floor/tiled/dark,/area/aisat)
"F" = (/obj/effect/landmark{name = "JoinLate"},/obj/effect/floor_decal/corner/white/diagonal,/turf/simulated/floor/tiled/dark,/area/aisat)
"G" = (/obj/effect/landmark/start,/turf/simulated/floor/tiled/dark,/area/aisat)
"H" = (/obj/structure/stairs/south,/turf/simulated/floor/tiled/dark,/area/aisat)
"I" = (/obj/effect/floor_decal/sign/a,/turf/simulated/floor/tiled/dark,/area/aisat)
"J" = (/obj/machinery/light,/obj/effect/floor_decal/corner/white/diagonal,/turf/simulated/floor/tiled/dark,/area/aisat)
"K" = (/obj/structure/cable/yellow,/obj/structure/cable/yellow{d1 = 16; d2 = 0; icon_state = "16-0"},/turf/simulated/floor/plating,/area/aisat)
"L" = (/turf/simulated/floor/tiled/red,/area/aisat)
"M" = (/obj/turbolift_map_holder/example{dir = 1; icon = 'icons/obj/turbolift_preview_5x5.dmi'},/turf/simulated/floor/tiled/red,/area/aisat)
"H" = (/obj/structure/cable/yellow{d1 = 1; d2 = 2; icon_state = "1-2"},/obj/effect/floor_decal/corner/white/diagonal,/obj/machinery/shield_gen,/turf/simulated/floor/tiled/dark,/area/aisat)
"I" = (/obj/structure/stairs/south,/turf/simulated/floor/tiled/dark,/area/aisat)
"J" = (/obj/effect/floor_decal/sign/a,/turf/simulated/floor/tiled/dark,/area/aisat)
"K" = (/obj/machinery/light,/obj/effect/floor_decal/corner/white/diagonal,/turf/simulated/floor/tiled/dark,/area/aisat)
"L" = (/obj/machinery/light,/obj/machinery/shield_capacitor{anchored = 1; dir = 4; icon_state = "capacitor"; tag = "icon-capacitor (EAST)"},/obj/structure/cable/yellow{d2 = 4; icon_state = "0-4"},/turf/simulated/floor/plating,/area/aisat)
"M" = (/obj/machinery/shield_gen/external{anchored = 1},/obj/structure/cable/yellow{d1 = 4; d2 = 8; icon_state = "4-8"},/turf/simulated/floor/plating,/area/aisat)
"N" = (/obj/machinery/shield_capacitor{anchored = 1; dir = 8; icon_state = "capacitor"; tag = "icon-capacitor (WEST)"},/obj/structure/cable/yellow{d1 = 4; d2 = 8; icon_state = "4-8"},/obj/structure/cable/yellow{d2 = 8; icon_state = "0-8"},/turf/simulated/floor/plating,/area/aisat)
"O" = (/obj/structure/cable/yellow,/obj/structure/cable/yellow{d1 = 16; d2 = 0; icon_state = "16-0"},/obj/structure/cable/yellow{d1 = 1; d2 = 8; icon_state = "1-8"},/turf/simulated/floor/plating,/area/aisat)
"P" = (/turf/simulated/floor/tiled/red,/area/aisat)
"Q" = (/obj/turbolift_map_holder/example{dir = 1; icon = 'icons/obj/turbolift_preview_5x5.dmi'},/turf/simulated/floor/tiled/red,/area/aisat)
(1,1,1) = {"
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
@@ -58,16 +62,16 @@ aaaaaaaabuhhhhhvhhhhhhbaaaaaaaaa
aaaaaaaabwnnnnxyznnnnAbaaaaaaaaa
aaaaaaaabhhhhhBCDhhhhEbaaaaaaaaa
aaaaaaaabhhFFFhnhhhhhEbaaaaaaaaa
aaaaaaaabhhFFFhGhhhhhEbaaaaaaaaa
aaaaaaaabhhFFFhGhhhhhHbaaaaaaaaa
aaaaaaaabnbFFFhnhhhhhEbaaaaaaaaa
aaaaaaaabHbhhhhIhhhhhEbaaaaaaaaa
aaaaaaaabbbhJhhnhhJhhKbaaaaaaaaa
aaaaaaaabIbhhhhJhhhhhEbaaaaaaaaa
aaaaaaaabbbhKhhnhhLMNObaaaaaaaaa
aaaaaaaabbbbbbnnnbbbbbbaaaaaaaaa
aaaaaaaaaaaabLLLLLbaaaaaaaaaaaaa
aaaaaaaaaaaabLLLLLbaaaaaaaaaaaaa
aaaaaaaaaaaabLLLLLbaaaaaaaaaaaaa
aaaaaaaaaaaabLLLLLbaaaaaaaaaaaaa
aaaaaaaaaaaabMLLLLbaaaaaaaaaaaaa
aaaaaaaaaaaabPPPPPbaaaaaaaaaaaaa
aaaaaaaaaaaabPPPPPbaaaaaaaaaaaaa
aaaaaaaaaaaabPPPPPbaaaaaaaaaaaaa
aaaaaaaaaaaabPPPPPbaaaaaaaaaaaaa
aaaaaaaaaaaabQPPPPbaaaaaaaaaaaaa
aaaaaaaaaaaabbbbbbbaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

View File

@@ -2010,8 +2010,10 @@
#include "code\modules\security levels\security levels.dm"
#include "code\modules\shieldgen\emergency_shield.dm"
#include "code\modules\shieldgen\energy_field.dm"
#include "code\modules\shieldgen\handheld_defuser.dm"
#include "code\modules\shieldgen\sheldwallgen.dm"
#include "code\modules\shieldgen\shield_capacitor.dm"
#include "code\modules\shieldgen\shield_diffuser.dm"
#include "code\modules\shieldgen\shield_gen.dm"
#include "code\modules\shieldgen\shield_gen_external.dm"
#include "code\modules\shuttles\antagonist.dm"