normal shield gens produce a ring of shields around the machine, renamed file, useability and simplification tweaks to shield gen + cap, fixed some random issues with shields

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2013-02-25 13:47:04 +10:00
parent fad9909b78
commit a101b51fa0
5 changed files with 312 additions and 272 deletions

View File

@@ -39,6 +39,7 @@
#define FILE_DIR "sound/AI" #define FILE_DIR "sound/AI"
#define FILE_DIR "sound/ambience" #define FILE_DIR "sound/ambience"
#define FILE_DIR "sound/effects" #define FILE_DIR "sound/effects"
#define FILE_DIR "sound/effects/turret"
#define FILE_DIR "sound/effects/wind" #define FILE_DIR "sound/effects/wind"
#define FILE_DIR "sound/hallucinations" #define FILE_DIR "sound/hallucinations"
#define FILE_DIR "sound/items" #define FILE_DIR "sound/items"
@@ -1216,9 +1217,9 @@
#include "code\WorkInProgress\Cael_Aislinn\Rust\virtual_particle_catcher.dm" #include "code\WorkInProgress\Cael_Aislinn\Rust\virtual_particle_catcher.dm"
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\circuits_and_designs.dm" #include "code\WorkInProgress\Cael_Aislinn\ShieldGen\circuits_and_designs.dm"
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\energy_field.dm" #include "code\WorkInProgress\Cael_Aislinn\ShieldGen\energy_field.dm"
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\external_shield_gen.dm"
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_capacitor.dm" #include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_capacitor.dm"
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_gen.dm" #include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_gen.dm"
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_gen_external.dm"
#include "code\WorkInProgress\Cael_Aislinn\Supermatter\LaserComputer.dm" #include "code\WorkInProgress\Cael_Aislinn\Supermatter\LaserComputer.dm"
#include "code\WorkInProgress\Cael_Aislinn\Supermatter\SuperMatter.dm" #include "code\WorkInProgress\Cael_Aislinn\Supermatter\SuperMatter.dm"
#include "code\WorkInProgress\Cael_Aislinn\Supermatter\ZeroPointLaser.dm" #include "code\WorkInProgress\Cael_Aislinn\Supermatter\ZeroPointLaser.dm"

View File

@@ -9,38 +9,41 @@
anchored = 1 anchored = 1
layer = 2.1 layer = 2.1
density = 0 density = 0
invisibility = 2 invisibility = 101
var/strength = 0 var/strength = 0
var/obj/machinery/shield_gen/parent
var/stress = 0
/obj/effect/energy_field/ex_act(var/severity) /obj/effect/energy_field/ex_act(var/severity)
Stress(0.5 + severity) Stress(0.5 + severity)
/obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj) /obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj)
Stress(1 + 1 * (Proj.damage / 100)) Stress(Proj.damage / 10)
/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj) /obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
if(M) if(M)
walk(M,0) walk(M,0)
Stress(2)
/obj/effect/energy_field/proc/Stress(var/severity) /obj/effect/energy_field/proc/Stress(var/severity)
strength -= severity strength -= severity
stress += severity
//if we take too much damage, drop out - the generator will bring us back up if we have enough power //if we take too much damage, drop out - the generator will bring us back up if we have enough power
if(strength < 1) if(strength < 1)
invisibility = 2 invisibility = 101
density = 0 density = 0
else if(strength >= 1)
invisibility = 0
density = 1
/obj/effect/energy_field/proc/Strengthen(var/severity) /obj/effect/energy_field/proc/Strengthen(var/severity)
strength += severity strength += severity
//if we take too much damage, drop out - the generator will bring us back up if we have enough power //if we take too much damage, drop out - the generator will bring us back up if we have enough power
if(strength > 1) if(strength >= 1)
invisibility = 0 invisibility = 0
density = 1 density = 1
else if(strength < 1)
invisibility = 101
density = 0
/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0) /obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
//Purpose: Determines if the object (or airflow) can pass this atom. //Purpose: Determines if the object (or airflow) can pass this atom.
@@ -49,4 +52,4 @@
//Outputs: Boolean if can pass. //Outputs: Boolean if can pass.
//return (!density || !height || air_group) //return (!density || !height || air_group)
return density return !density

View File

@@ -10,7 +10,6 @@
var/active = 1 var/active = 1
density = 1 density = 1
anchored = 1 anchored = 1
var/obj/machinery/shield_gen/target_generator
var/stored_charge = 0 var/stored_charge = 0
var/time_since_fail = 100 var/time_since_fail = 100
var/max_charge = 1000000 var/max_charge = 1000000
@@ -29,39 +28,84 @@
spawn(10) spawn(10)
for(var/obj/machinery/shield_gen/possible_gen in range(1, src)) for(var/obj/machinery/shield_gen/possible_gen in range(1, src))
if(get_dir(src, possible_gen) == src.dir) if(get_dir(src, possible_gen) == src.dir)
target_generator = possible_gen
possible_gen.owned_capacitor = src possible_gen.owned_capacitor = src
break break
..() ..()
/obj/machinery/shield_capacitor/verb/rotate() /obj/machinery/shield_capacitor/attackby(obj/item/W, mob/user)
set name = "Rotate Clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored || usr:stat) if(istype(W, /obj/item/weapon/card/id))
usr << "It is fastened to the floor!" var/obj/item/weapon/card/id/C = W
return 0 if(access_captain in C.access || access_security in C.access || access_engine in C.access)
src.dir = turn(src.dir, 270) src.locked = !src.locked
target_generator = locate() in get_step(src,dir) user << "Controls are now [src.locked ? "locked." : "unlocked."]"
if(target_generator && !target_generator.owned_capacitor) updateDialog()
target_generator.owned_capacitor = src else
return 1 user << "\red Access denied."
else if(istype(W, /obj/item/weapon/card/emag))
if(prob(75))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
updateDialog()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
/obj/machinery/shield_capacitor/power_change() else if(istype(W, /obj/item/weapon/wrench))
if(stat & BROKEN) src.anchored = !src.anchored
icon_state = "broke" src.visible_message("\blue \icon[src] [src] has been [anchored ? "bolted to the floor" : "unbolted from the floor"] by [user].")
spawn(0)
for(var/obj/machinery/shield_gen/gen in range(1, src))
if(get_dir(src, gen) == src.dir)
if(!src.anchored && gen.owned_capacitor == src)
gen.owned_capacitor = null
break
else if(src.anchored && !gen.owned_capacitor)
gen.owned_capacitor = src
break
gen.updateDialog()
updateDialog()
else else
if( powered() ) ..()
if (src.active)
icon_state = "capacitor" /obj/machinery/shield_capacitor/attack_paw(user as mob)
return src.attack_hand(user)
/obj/machinery/shield_capacitor/attack_ai(user as mob)
return src.attack_hand(user)
/obj/machinery/shield_capacitor/attack_hand(mob/user)
if(stat & (NOPOWER|BROKEN))
return
interact(user)
/obj/machinery/shield_capacitor/interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.unset_machine()
user << browse(null, "window=shield_capacitor")
return
var/t = "<B>Shield Capacitor Control Console</B><br><br>"
if(locked)
t += "<i>Swipe your ID card to begin.</i>"
else else
icon_state = "capacitor" 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>"
stat &= ~NOPOWER t += "[time_since_fail > 2 ? "<font color=green>Charging stable.</font>" : "<font color=red>Warning, low charge!</font>"]<br>"
else t += "Charge: [stored_charge] Watts ([100 * stored_charge/max_charge]%)<br>"
spawn(rand(0, 15)) t += "Charge rate: \
src.icon_state = "capacitor" <a href='?src=\ref[src];charge_rate=[-max_charge_rate]'>\[min\]</a> \
stat |= NOPOWER <a href='?src=\ref[src];charge_rate=-1000'>\[--\]</a> \
<a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[charge_rate] Watts/sec \
<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=[max_charge_rate]'>\[max\]</a><br>"
t += "<hr>"
t += "<A href='?src=\ref[src]'>Refresh</A> "
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=shield_capacitor;size=500x800")
user.set_machine(src)
/obj/machinery/shield_capacitor/process() /obj/machinery/shield_capacitor/process()
// //
@@ -78,52 +122,12 @@
time_since_fail++ time_since_fail++
if(stored_charge < active_power_usage * 1.5) if(stored_charge < active_power_usage * 1.5)
time_since_fail = 0 time_since_fail = 0
//
updateDialog()
/obj/machinery/shield_capacitor/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, '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, '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 if(istype(W, /obj/item/weapon/wrench))
src.anchored = !src.anchored
src.visible_message("\blue \icon[src] [src] has been [anchored ? "bolted to the floor" : "unbolted from the floor"] by [user].")
else
src.add_fingerprint(user)
user << "\red You hit the [src.name] with your [W.name]!"
for(var/mob/M in viewers(src))
if(M == user) continue
M.show_message("\red The [src.name] has been hit with the [W.name] by [user.name]!")
/obj/machinery/shield_capacitor/Topic(href, href_list[]) /obj/machinery/shield_capacitor/Topic(href, href_list[])
..() ..()
if( href_list["close"] ) if( href_list["close"] )
usr << browse(null, "window=shield_capacitor") usr << browse(null, "window=shield_capacitor")
usr.machine = null usr.unset_machine()
return return
if( href_list["toggle"] ) if( href_list["toggle"] )
active = !active active = !active
@@ -140,20 +144,28 @@
// //
updateDialog() updateDialog()
/obj/machinery/shield_capacitor/interact(mob/user) /obj/machinery/shield_capacitor/power_change()
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) ) if(stat & BROKEN)
if (!istype(user, /mob/living/silicon)) icon_state = "broke"
user.machine = null else
user << browse(null, "window=shield_capacitor") if( powered() )
return if (src.active)
var/t = "<B>Shield Capacitor Control Console</B><BR>" icon_state = "capacitor"
t += "[target_generator ? "<font color=green>Shield generator connected.</font>" : "<font color=red>Unable to locate shield generator!</font>"]<br>" 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>" icon_state = "capacitor"
t += "[time_since_fail > 2 ? "<font color=green>Charging stable.</font>" : "<font color=red>Warning, low charge!</font>"]<br>" stat &= ~NOPOWER
t += "Capacitor charge: [stored_charge] Watts ([100 * stored_charge/max_charge]%)<br>" else
t += "Capacitor charge rate (approx): <a href='?src=\ref[src];charge_rate=[-max_charge_rate]'>\[min\]</a> <a href='?src=\ref[src];charge_rate=-1000'>\[--\]</a> <a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[charge_rate] Watts/sec <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=[max_charge_rate]'>\[max\]</a><br>" spawn(rand(0, 15))
t += "<hr>" src.icon_state = "capacitor"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>" stat |= NOPOWER
user << browse(t, "window=shield_capacitor;size=500x800") /obj/machinery/shield_capacitor/verb/rotate()
user.machine = src set name = "Rotate capacitor clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored)
usr << "It is fastened to the floor!"
return
src.dir = turn(src.dir, 270)
return

View File

@@ -25,7 +25,6 @@
var/max_field_strength = 10 var/max_field_strength = 10
var/time_since_fail = 100 var/time_since_fail = 100
var/energy_conversion_rate = 0.01 //how many renwicks per watt? var/energy_conversion_rate = 0.01 //how many renwicks per watt?
var/flicker_shield_glitch = 1 //shield is slightly faulty and flickers - don't think this is working as intended
// //
use_power = 1 //0 use nothing use_power = 1 //0 use nothing
//1 use idle power //1 use idle power
@@ -38,14 +37,191 @@
for(var/obj/machinery/shield_capacitor/possible_cap in range(1, src)) for(var/obj/machinery/shield_capacitor/possible_cap in range(1, src))
if(get_dir(possible_cap, src) == possible_cap.dir) if(get_dir(possible_cap, src) == possible_cap.dir)
owned_capacitor = possible_cap owned_capacitor = possible_cap
possible_cap.target_generator = src
break break
field = new/list() field = new/list()
..() ..()
//copied from a copypaste. DRY, right? /obj/machinery/shield_gen/attackby(obj/item/W, mob/user)
/obj/machinery/shield_gen/proc/check_powered() if(istype(W, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/C = W
if(access_captain in C.access || access_security in C.access || access_engine in C.access)
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
updateDialog()
else
user << "\red Access denied."
else if(istype(W, /obj/item/weapon/card/emag))
if(prob(75))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
updateDialog()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
else if(istype(W, /obj/item/weapon/wrench))
src.anchored = !src.anchored
src.visible_message("\blue \icon[src] [src] has been [anchored?"bolted to the floor":"unbolted from the floor"] by [user].")
spawn(0)
for(var/obj/machinery/shield_gen/gen in range(1, src))
if(get_dir(src, gen) == src.dir)
if(!src.anchored && gen.owned_capacitor == src)
gen.owned_capacitor = null
break
else if(src.anchored && !gen.owned_capacitor)
gen.owned_capacitor = src
break
gen.updateDialog()
updateDialog()
else
..()
/obj/machinery/shield_gen/attack_paw(user as mob)
return src.attack_hand(user)
/obj/machinery/shield_gen/attack_ai(user as mob)
return src.attack_hand(user)
/obj/machinery/shield_gen/attack_hand(mob/user)
if(stat & (NOPOWER|BROKEN))
return
interact(user)
/obj/machinery/shield_gen/interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.unset_machine()
user << browse(null, "window=shield_generator")
return
var/t = "<B>Shield Generator Control Console</B><BR><br>"
if(locked)
t += "<i>Swipe your ID card to begin.</i>"
else
t += "[owned_capacitor ? "<font color=green>Charge capacitor connected.</font>" : "<font color=red>Unable to locate charge capacitor!</font>"]<br>"
t += "This generator is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
t += "[time_since_fail > 2 ? "<font color=green>Field is stable.</font>" : "<font color=red>Warning, field is unstable!</font>"]<br>"
t += "Coverage radius (restart required): \
<a href='?src=\ref[src];change_radius=-5'>--</a> \
<a href='?src=\ref[src];change_radius=-1'>-</a> \
[field_radius * 2]m \
<a href='?src=\ref[src];change_radius=1'>+</a> \
<a href='?src=\ref[src];change_radius=5'>++</a><br>"
t += "Overall field strength: [average_field_strength] Renwicks ([max_field_strength ? 100 * average_field_strength / max_field_strength : "NA"]%)<br>"
t += "Charge rate: <a href='?src=\ref[src];strengthen_rate=-0.1'>--</a> \
<a href='?src=\ref[src];strengthen_rate=-0.01'>-</a> \
[strengthen_rate] Renwicks/sec \
<a href='?src=\ref[src];strengthen_rate=0.01'>+</a> \
<a href='?src=\ref[src];strengthen_rate=0.1'>++</a><br>"
t += "Upkeep energy: [field.len * average_field_strength / energy_conversion_rate] Watts/sec<br>"
t += "Additional energy required to charge: [field.len * strengthen_rate / energy_conversion_rate] Watts/sec<br>"
t += "Maximum field strength: \
<a href='?src=\ref[src];max_field_strength=-100'>\[min\]</a> \
<a href='?src=\ref[src];max_field_strength=-10'>--</a> \
<a href='?src=\ref[src];max_field_strength=-1'>-</a> \
[max_field_strength] Renwicks \
<a href='?src=\ref[src];max_field_strength=1'>+</a> \
<a href='?src=\ref[src];max_field_strength=10'>++</a> \
<a href='?src=\ref[src];max_field_strength=100'>\[max\]</a><br>"
t += "<hr>"
t += "<A href='?src=\ref[src]'>Refresh</A> "
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=shield_generator;size=500x800")
user.set_machine(src)
/obj/machinery/shield_gen/process()
if(active && field.len)
var/stored_renwicks = 0
var/target_field_strength = min(strengthen_rate + max(average_field_strength, 0), max_field_strength)
if(owned_capacitor)
var/required_energy = field.len * target_field_strength / energy_conversion_rate
var/assumed_charge = min(owned_capacitor.stored_charge, required_energy)
stored_renwicks = assumed_charge * energy_conversion_rate
owned_capacitor.stored_charge -= assumed_charge
time_since_fail++
average_field_strength = 0
target_field_strength = stored_renwicks / field.len
for(var/obj/effect/energy_field/E in field)
if(stored_renwicks)
var/strength_change = target_field_strength - E.strength
if(strength_change > stored_renwicks)
strength_change = stored_renwicks
if(E.strength >= 1)
E.Strengthen(strength_change)
else if(E.strength < 0)
E.strength = 0
E.Strengthen(0.1)
stored_renwicks -= strength_change
average_field_strength += E.strength
else
E.Strengthen(-E.strength)
average_field_strength /= field.len
if(average_field_strength < 0)
time_since_fail = 0
else
average_field_strength = 0
/obj/machinery/shield_gen/Topic(href, href_list[])
..()
if( href_list["close"] )
usr << browse(null, "window=shield_generator")
usr.unset_machine()
return
else if( href_list["toggle"] )
toggle()
else if( href_list["change_radius"] )
field_radius += text2num(href_list["change_radius"])
if(field_radius > 200)
field_radius = 200
else if(field_radius < 0)
field_radius = 0
else if( href_list["strengthen_rate"] )
strengthen_rate += text2num(href_list["strengthen_rate"])
if(strengthen_rate > 0.2)
strengthen_rate = 0.2
else if(strengthen_rate < 0)
strengthen_rate = 0
else if( href_list["max_field_strength"] )
max_field_strength += text2num(href_list["max_field_strength"])
if(max_field_strength > 1000)
max_field_strength = 1000
else if(max_field_strength < 0)
max_field_strength = 0
//
updateDialog()
/obj/machinery/shield_gen/power_change()
if(stat & BROKEN)
icon_state = "broke"
else
if( powered() )
if (src.active)
icon_state = "generator1"
else
icon_state = "generator0"
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "generator0"
stat |= NOPOWER
if (src.active)
toggle()
/obj/machinery/shield_gen/ex_act(var/severity)
if(active)
toggle()
return ..()
/* /*
/obj/machinery/shield_gen/proc/check_powered()
check_powered = 1 check_powered = 1
if(!anchored) if(!anchored)
powered = 0 powered = 0
@@ -76,122 +252,14 @@
PN.newload += shieldload //uses powernet power. PN.newload += shieldload //uses powernet power.
*/ */
/obj/machinery/shield_gen/process()
if(active && field.len)
var/stored_renwicks = 0
var/target_field_strength = min(average_field_strength + strengthen_rate, max_field_strength)
if(owned_capacitor)
var/assumed_charge = min(owned_capacitor.stored_charge, (target_field_strength / energy_conversion_rate) * field.len)
stored_renwicks = assumed_charge * energy_conversion_rate
owned_capacitor.stored_charge -= assumed_charge
time_since_fail++
average_field_strength = 0
target_field_strength = stored_renwicks / field.len
if(!flicker_shield_glitch)
for(var/obj/effect/energy_field/E in field)
//check to see if the shield is strengthening or failing
if(E.strength > target_field_strength)
E.strength = target_field_strength
else if(E.strength + strengthen_rate > target_field_strength)
E.strength = target_field_strength
else
E.strength += strengthen_rate
if(stored_renwicks - E.strength < 0)
E.strength = stored_renwicks
stored_renwicks -= E.strength
average_field_strength += E.strength
//check if the current shield tile has enough energy to maintain itself
if(E.strength >= 1)
E.density = 1
E.invisibility = 0
else
E.density = 0
E.invisibility = 2
else
//the flicker shield glitch is an intersting quirk in 'older' and/or faulty shielding models
//basically, it strengthens the shields continuously until it can no longer sustain them... then it drops out for a few seconds and starts again
//this makes the shield 'flicker' every now and then until it stabilises
//when this glitch is fixed, shields will only be charged as much as is sustainable
for(var/obj/effect/energy_field/E in field)
//check to see if the shield is strengthening or failing
if(E.strength < target_field_strength)
E.strength += strengthen_rate
if(stored_renwicks - E.strength < 0)
E.strength = stored_renwicks
stored_renwicks -= E.strength
average_field_strength += E.strength
//check if the current shield tile has enough energy to maintain itself
if(E.strength >= 1)
E.density = 1
E.invisibility = 0
else
E.density = 0
E.invisibility = 2
//add any leftover charge back to the capacitor
if(owned_capacitor && stored_renwicks >= 0)
owned_capacitor.stored_charge += stored_renwicks / energy_conversion_rate
average_field_strength /= field.len
if(average_field_strength < 0)
time_since_fail = 0
else
average_field_strength = 0
//
updateDialog()
/obj/machinery/shield_gen/attackby(obj/item/W, mob/user)
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 if(istype(W, /obj/item/weapon/wrench))
src.anchored = !src.anchored
src.visible_message("\blue \icon[src] [src] has been [anchored?"bolted to the floor":"unbolted from the floor"] by [user].")
else
src.add_fingerprint(user)
user << "\red You hit the [src.name] with your [W.name]!"
for(var/mob/M in viewers(src))
if(M == user) continue
M.show_message("\red The [src.name] has been hit with the [W.name] by [user.name]!")
/obj/machinery/shield_gen/power_change()
if(stat & BROKEN)
icon_state = "broke"
else
if( powered() )
if (src.active)
icon_state = "generator1"
else
icon_state = "generator0"
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "generator0"
stat |= NOPOWER
if (src.active)
toggle()
/obj/machinery/shield_gen/proc/toggle() /obj/machinery/shield_gen/proc/toggle()
active = !active active = !active
power_change() power_change()
if(active) if(active)
var/list/covered_turfs = get_shielded_turfs() var/list/covered_turfs = get_shielded_turfs()
if(get_turf(src) in covered_turfs) var/turf/T = get_turf(src)
covered_turfs.Remove(get_turf(src)) if(T in covered_turfs)
covered_turfs.Remove(T)
for(var/turf/O in covered_turfs) for(var/turf/O in covered_turfs)
var/obj/effect/energy_field/E = new(O) var/obj/effect/energy_field/E = new(O)
field.Add(E) field.Add(E)
@@ -207,60 +275,10 @@
for(var/mob/M in view(5,src)) for(var/mob/M in view(5,src))
M << "\icon[src] You hear heavy droning fade out." M << "\icon[src] You hear heavy droning fade out."
/obj/machinery/shield_gen/Topic(href, href_list[]) //grab the border tiles in a circle around this machine
..()
if( href_list["close"] )
usr << browse(null, "window=shield_generator")
usr.machine = null
return
else if( href_list["toggle"] )
toggle()
else if( href_list["change_radius"] )
field_radius += text2num(href_list["change_radius"])
if(field_radius > 200)
field_radius = 200
else if(field_radius < 0)
field_radius = 0
else if( href_list["strengthen_rate"] )
strengthen_rate += text2num(href_list["strengthen_rate"])
if(strengthen_rate > 0.2)
strengthen_rate = 0.2
else if(strengthen_rate < 0)
strengthen_rate = 0
else if( href_list["max_field_strength"] )
max_field_strength += text2num(href_list["max_field_strength"])
if(max_field_strength > 1000)
max_field_strength = 1000
else if(max_field_strength < 0)
max_field_strength = 0
//
updateDialog()
/obj/machinery/shield_gen/interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=shield_generator")
return
var/t = "<B>Shield Generator Control Console</B><BR>"
t += "[owned_capacitor ? "<font color=green>Charge capacitor connected.</font>" : "<font color=red>Unable to locate charge capacitor!</font>"]<br>"
t += "This generator is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
t += "[time_since_fail > 2 ? "<font color=green>Field is stable.</font>" : "<font color=red>Warning, field is unstable!</font>"]<br>"
t += "Coverage radius (generator will need a restart to take effect): <a href='?src=\ref[src];change_radius=-5'>--</a> <a href='?src=\ref[src];change_radius=-1'>-</a> [field_radius * 2]m <a href='?src=\ref[src];change_radius=1'>+</a> <a href='?src=\ref[src];change_radius=5'>++</a><br>"
t += "Overall field strength: [average_field_strength] Renwicks ([100 * average_field_strength / max_field_strength]%)<br>"
t += "Charge consumption: [( (min(average_field_strength + strengthen_rate, max_field_strength)) / energy_conversion_rate) * field.len] Watts/sec<br>"
t += "Field charge rate (approx): <a href='?src=\ref[src];strengthen_rate=-0.1'>--</a> <a href='?src=\ref[src];strengthen_rate=-0.01'>-</a>[strengthen_rate] Renwicks/sec <a href='?src=\ref[src];strengthen_rate=0.01'>+</a> <a href='?src=\ref[src];strengthen_rate=0.1'>++</a><br>"
t += "Maximum field strength (avg across field): <a href='?src=\ref[src];max_field_strength=-100'>\[min\]</a> <a href='?src=\ref[src];max_field_strength=-10'>--</a> <a href='?src=\ref[src];max_field_strength=-1'>-</a>[max_field_strength] Renwicks <a href='?src=\ref[src];max_field_strength=1'>+</a> <a href='?src=\ref[src];max_field_strength=10'>++</a> <a href='?src=\ref[src];max_field_strength=100'>\[max\]</a><br>"
t += "<hr>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=shield_generator;size=500x800")
user.machine = src
/obj/machinery/shield_gen/proc/get_shielded_turfs() /obj/machinery/shield_gen/proc/get_shielded_turfs()
return list() var/list/out = list()
for(var/turf/T in range(field_radius, src))
/obj/machinery/shield_gen/ex_act(var/severity) if(get_dist(src,T) == field_radius)
out.Add(T)
if(active) return out
toggle()
return ..()

View File

@@ -21,12 +21,18 @@
for(var/turf/simulated/G in orange(1, O)) for(var/turf/simulated/G in orange(1, O))
add_this_turf = 1 add_this_turf = 1
break break
//uncomment this for structures (but not lattices) to be surrounded by shield as well
/*if(!add_this_turf)
for(var/obj/structure/S in orange(1, O)) for(var/obj/structure/S in orange(1, O))
if(!istype(S, /obj/structure/lattice))
add_this_turf = 1 add_this_turf = 1
break break
if(add_this_turf)
for(var/obj/structure/S in O) for(var/obj/structure/S in O)
if(!istype(S, /obj/structure/lattice))
add_this_turf = 0 add_this_turf = 0
break break*/
if(add_this_turf && !(O in open) && !(O in closed)) if(add_this_turf && !(O in open) && !(O in closed))
open += O open += O