diff --git a/baystation12.dme b/baystation12.dme
index 90020c0864..52a2cd5319 100644
--- a/baystation12.dme
+++ b/baystation12.dme
@@ -318,7 +318,6 @@
#include "code\game\machinery\requests_console.dm"
#include "code\game\machinery\robot_fabricator.dm"
#include "code\game\machinery\seed_extractor.dm"
-#include "code\game\machinery\shieldgen.dm"
#include "code\game\machinery\Sleeper.dm"
#include "code\game\machinery\spaceheater.dm"
#include "code\game\machinery\status_display.dm"
@@ -1316,6 +1315,13 @@
#include "code\modules\scripting\Scanner\Tokens.dm"
#include "code\modules\security levels\keycard authentication.dm"
#include "code\modules\security levels\security levels.dm"
+#include "code\modules\shieldgen\circuits_and_designs.dm"
+#include "code\modules\shieldgen\emergency_shield.dm"
+#include "code\modules\shieldgen\energy_field.dm"
+#include "code\modules\shieldgen\sheldwallgen.dm"
+#include "code\modules\shieldgen\shield_capacitor.dm"
+#include "code\modules\shieldgen\shield_gen.dm"
+#include "code\modules\shieldgen\shield_gen_external.dm"
#include "code\modules\shuttles\antagonist.dm"
#include "code\modules\shuttles\departmental.dm"
#include "code\modules\shuttles\shuttle.dm"
@@ -1388,11 +1394,6 @@
#include "code\WorkInProgress\Cael_Aislinn\Rust\gyrotron_controller.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\radiation.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\energy_field.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_external.dm"
#include "code\WorkInProgress\Cael_Aislinn\Supermatter\LaserComputer.dm"
#include "code\WorkInProgress\Cael_Aislinn\Supermatter\ZeroPointLaser.dm"
#include "code\WorkInProgress\Chinsky\ashtray.dm"
diff --git a/code/WorkInProgress/Cael_Aislinn/ShieldGen/shield_gen_external.dm b/code/WorkInProgress/Cael_Aislinn/ShieldGen/shield_gen_external.dm
deleted file mode 100644
index dab223aeb6..0000000000
--- a/code/WorkInProgress/Cael_Aislinn/ShieldGen/shield_gen_external.dm
+++ /dev/null
@@ -1,44 +0,0 @@
-//---------- external shield generator
-//generates an energy field that loops around any built up area in space (is useless inside) halts movement and airflow, is blocked by walls, windows, airlocks etc
-
-/obj/machinery/shield_gen/external
- name = "hull shield generator"
-
-/obj/machinery/shield_gen/external/New()
- ..()
-
-/obj/machinery/shield_gen/external/get_shielded_turfs()
- var
- list
- open = list(get_turf(src))
- closed = list()
-
- while(open.len)
- for(var/turf/T in open)
- for(var/turf/O in orange(1, T))
- if(get_dist(O,src) > field_radius)
- continue
- var/add_this_turf = 0
- if(istype(O,/turf/space))
- for(var/turf/simulated/G in orange(1, O))
- add_this_turf = 1
- 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))
- if(!istype(S, /obj/structure/lattice))
- add_this_turf = 1
- break
- if(add_this_turf)
- for(var/obj/structure/S in O)
- if(!istype(S, /obj/structure/lattice))
- add_this_turf = 0
- break*/
-
- if(add_this_turf && !(O in open) && !(O in closed))
- open += O
- open -= T
- closed += T
-
- return closed
diff --git a/code/controllers/master_controller.dm b/code/controllers/master_controller.dm
index 3c2db8e064..9a097030d5 100644
--- a/code/controllers/master_controller.dm
+++ b/code/controllers/master_controller.dm
@@ -300,7 +300,7 @@ datum/controller/game_controller/proc/process_machines_power()
if(M)
//check if the area has power for M's channel
//this will keep stat updated in case the machine is moved from one area to another.
- M.update_powered_status(A) //we've already made sure A is a master area, above.
+ M.power_change(A) //we've already made sure A is a master area, above.
if(!(M.stat & NOPOWER) && M.use_power)
M.auto_use_power()
diff --git a/code/game/dna/dna_modifier.dm b/code/game/dna/dna_modifier.dm
index af1fe64a9f..d4450cbb78 100644
--- a/code/game/dna/dna_modifier.dm
+++ b/code/game/dna/dna_modifier.dm
@@ -276,15 +276,15 @@
del(src)
/obj/machinery/computer/scan_consolenew/power_change()
+ ..()
if(stat & BROKEN)
icon_state = "broken"
- else if(powered())
- icon_state = initial(icon_state)
- stat &= ~NOPOWER
else
- spawn(rand(0, 15))
- src.icon_state = "c_unpowered"
- stat |= NOPOWER
+ if (stat & NOPOWER)
+ spawn(rand(0, 15))
+ src.icon_state = "c_unpowered"
+ else
+ icon_state = initial(icon_state)
/obj/machinery/computer/scan_consolenew/New()
..()
diff --git a/code/game/gamemodes/events/ninja_equipment.dm b/code/game/gamemodes/events/ninja_equipment.dm
index 8025fa0809..f2f62581f8 100644
--- a/code/game/gamemodes/events/ninja_equipment.dm
+++ b/code/game/gamemodes/events/ninja_equipment.dm
@@ -1031,8 +1031,7 @@ ________________________________________________________________________________
drain = rand(G.mindrain,G.maxdrain)
var/drained = 0
if(PN&&do_after(U,10))
- drained = min(drain, PN.avail)
- PN.newload += drained
+ drained = PN.draw_power(drain)
if(drained < drain)//if no power on net, drain apcs
for(var/obj/machinery/power/terminal/T in PN.nodes)
if(istype(T.master, /obj/machinery/power/apc))
@@ -1083,8 +1082,7 @@ ________________________________________________________________________________
drain = (round((rand(G.mindrain,G.maxdrain))/2))
var/drained = 0
if(PN&&do_after(U,10))
- drained = min(drain, PN.avail)
- PN.newload += drained
+ drained = PN.draw_power(drain)
if(drained < drain)//if no power on net, drain apcs
for(var/obj/machinery/power/terminal/T in PN.nodes)
if(istype(T.master, /obj/machinery/power/apc))
diff --git a/code/game/machinery/Sleeper.dm b/code/game/machinery/Sleeper.dm
index 119fd2bca0..00d5997814 100644
--- a/code/game/machinery/Sleeper.dm
+++ b/code/game/machinery/Sleeper.dm
@@ -142,9 +142,6 @@
return
-/obj/machinery/sleep_console/power_change()
- return
- // no change - sleeper works without power (you just can't inject more)
diff --git a/code/game/machinery/adv_med.dm b/code/game/machinery/adv_med.dm
index 9196b61a04..9c9cd2b5ab 100644
--- a/code/game/machinery/adv_med.dm
+++ b/code/game/machinery/adv_med.dm
@@ -159,15 +159,15 @@
del(src)
/obj/machinery/body_scanconsole/power_change()
+ ..()
if(stat & BROKEN)
icon_state = "body_scannerconsole-p"
- else if(powered())
- icon_state = initial(icon_state)
- stat &= ~NOPOWER
else
- spawn(rand(0, 15))
- src.icon_state = "body_scannerconsole-p"
- stat |= NOPOWER
+ if (stat & NOPOWER)
+ spawn(rand(0, 15))
+ src.icon_state = "body_scannerconsole-p"
+ else
+ icon_state = initial(icon_state)
/obj/machinery/body_scanconsole
var/obj/machinery/bodyscanner/connected
diff --git a/code/game/machinery/ai_slipper.dm b/code/game/machinery/ai_slipper.dm
index 4df9f2a5a8..ca51a51982 100644
--- a/code/game/machinery/ai_slipper.dm
+++ b/code/game/machinery/ai_slipper.dm
@@ -14,14 +14,14 @@
req_access = list(access_ai_upload)
/obj/machinery/ai_slipper/power_change()
+ ..()
if(stat & BROKEN)
return
else
- if( powered() )
- stat &= ~NOPOWER
- else
+ if (stat & NOPOWER)
icon_state = "motion0"
- stat |= NOPOWER
+ else
+ icon_state = initial(icon_state)
/obj/machinery/ai_slipper/proc/setState(var/enabled, var/uses)
src.disabled = disabled
diff --git a/code/game/machinery/alarm.dm b/code/game/machinery/alarm.dm
index 1cc091ace9..1914e5206c 100644
--- a/code/game/machinery/alarm.dm
+++ b/code/game/machinery/alarm.dm
@@ -1156,10 +1156,7 @@ table tr:first-child th:first-child { border: none;}
return ..()
/obj/machinery/alarm/power_change()
- if(powered(power_channel))
- stat &= ~NOPOWER
- else
- stat |= NOPOWER
+ ..()
spawn(rand(0,15))
update_icon()
@@ -1367,13 +1364,9 @@ FIRE ALARM
return
/obj/machinery/firealarm/power_change()
- if(powered(ENVIRON))
- stat &= ~NOPOWER
+ ..()
+ spawn(rand(0,15))
update_icon()
- else
- spawn(rand(0,15))
- stat |= NOPOWER
- update_icon()
/obj/machinery/firealarm/attack_hand(mob/user as mob)
if(user.stat || stat & (NOPOWER|BROKEN))
diff --git a/code/game/machinery/computer/power.dm b/code/game/machinery/computer/power.dm
index b3b017565c..40b3783b60 100644
--- a/code/game/machinery/computer/power.dm
+++ b/code/game/machinery/computer/power.dm
@@ -127,15 +127,14 @@
/obj/machinery/power/monitor/power_change()
-
+ ..()
if(stat & BROKEN)
icon_state = "broken"
else
- if( powered() )
- icon_state = initial(icon_state)
- stat &= ~NOPOWER
- else
+ if (stat & NOPOWER)
spawn(rand(0, 15))
src.icon_state = "c_unpowered"
- stat |= NOPOWER
+ else
+ icon_state = initial(icon_state)
+
diff --git a/code/game/machinery/doors/firedoor.dm b/code/game/machinery/doors/firedoor.dm
index 05a5fc1324..b02cffcee5 100644
--- a/code/game/machinery/doors/firedoor.dm
+++ b/code/game/machinery/doors/firedoor.dm
@@ -14,6 +14,10 @@
var/net_id
var/list/areas_added
var/list/users_to_open
+
+ power_channel = ENVIRON
+ use_power = 1
+ idle_power_usage = 5
/obj/machinery/door/firedoor/New()
. = ..()
@@ -66,15 +70,6 @@
attack_hand(M)
return 0
-
-/obj/machinery/door/firedoor/power_change()
- if(powered(ENVIRON))
- stat &= ~NOPOWER
- else
- stat |= NOPOWER
- return
-
-
/obj/machinery/door/firedoor/attack_hand(mob/user as mob)
add_fingerprint(user)
if(operating)
@@ -101,6 +96,9 @@
if(user.stat || user.stunned || user.weakened || user.paralysis || (!user.canmove && !isAI(user)) || (get_dist(src, user) > 1 && !isAI(user)))
user << "Sorry, you must remain able bodied and close to \the [src] in order to use it."
return
+ if(density && (stat & (BROKEN|NOPOWER))) //can still close without power
+ user << "\The [src] is not functioning, you'll have to force it open manually."
+ return
var/needs_to_close = 0
if(density)
@@ -163,10 +161,10 @@
else
user.visible_message("\red \The [user] forces \the [ blocked ? "welded" : "" ] [src] [density ? "open" : "closed"] with \a [C]!",\
"You force \the [ blocked ? "welded" : "" ] [src] [density ? "open" : "closed"] with \the [C]!",\
- "You hear metal strain and groan, and a door [density ? "open" : "close"].")
+ "You hear metal strain and groan, and a door [density ? "opening" : "closing"].")
if(density)
spawn(0)
- open()
+ open(1)
else
spawn(0)
close()
@@ -175,7 +173,7 @@
/obj/machinery/door/firedoor/proc/latetoggle()
- if(operating || stat & NOPOWER || !nextstate)
+ if(operating || !nextstate)
return
switch(nextstate)
if(OPEN)
@@ -190,7 +188,12 @@
latetoggle()
return ..()
-/obj/machinery/door/firedoor/open()
+/obj/machinery/door/firedoor/open(var/forced = 0)
+ if (!forced)
+ if (stat & BROKEN|NOPOWER)
+ return //needs power to open unless it was forced
+ else
+ use_power(360)
latetoggle()
return ..()
diff --git a/code/game/machinery/doppler_array.dm b/code/game/machinery/doppler_array.dm
index 8648b33d82..c6744ef96a 100644
--- a/code/game/machinery/doppler_array.dm
+++ b/code/game/machinery/doppler_array.dm
@@ -44,12 +44,11 @@ var/list/doppler_arrays = list()
/obj/machinery/doppler_array/power_change()
+ ..()
if(stat & BROKEN)
icon_state = "[initial(icon_state)]-broken"
else
- if( powered() )
+ if( !(stat & NOPOWER) )
icon_state = initial(icon_state)
- stat &= ~NOPOWER
else
- icon_state = "[initial(icon_state)]-off"
- stat |= NOPOWER
\ No newline at end of file
+ icon_state = "[initial(icon_state)]-off"
\ No newline at end of file
diff --git a/code/game/machinery/flasher.dm b/code/game/machinery/flasher.dm
index 88c72ec198..cf05308e40 100644
--- a/code/game/machinery/flasher.dm
+++ b/code/game/machinery/flasher.dm
@@ -28,12 +28,11 @@
src.sd_SetLuminosity(2)
*/
/obj/machinery/flasher/power_change()
- if ( powered() )
- stat &= ~NOPOWER
+ ..()
+ if ( !(stat & NOPOWER) )
icon_state = "[base_state]1"
// src.sd_SetLuminosity(2)
else
- stat |= ~NOPOWER
icon_state = "[base_state]1-p"
// src.sd_SetLuminosity(0)
diff --git a/code/game/machinery/hologram.dm b/code/game/machinery/hologram.dm
index 56d71e1e0f..26172431f4 100644
--- a/code/game/machinery/hologram.dm
+++ b/code/game/machinery/hologram.dm
@@ -153,12 +153,6 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
active_power_usage = 100
var/obj/effect/overlay/hologram//The projection itself. If there is one, the instrument is on, off otherwise.
-/obj/machinery/hologram/power_change()
- if (powered())
- stat &= ~NOPOWER
- else
- stat |= ~NOPOWER
-
//Destruction procs.
/obj/machinery/hologram/ex_act(severity)
switch(severity)
diff --git a/code/game/machinery/igniter.dm b/code/game/machinery/igniter.dm
index 2f443fdac1..dcc67a5af2 100755
--- a/code/game/machinery/igniter.dm
+++ b/code/game/machinery/igniter.dm
@@ -38,6 +38,7 @@
icon_state = "igniter[on]"
/obj/machinery/igniter/power_change()
+ ..()
if(!( stat & NOPOWER) )
icon_state = "igniter[src.on]"
else
@@ -60,12 +61,12 @@
..()
/obj/machinery/sparker/power_change()
- if ( powered() && disable == 0 )
- stat &= ~NOPOWER
+ ..()
+ if ( !(stat & NOPOWER) && disable == 0 )
+
icon_state = "[base_state]"
// src.sd_SetLuminosity(2)
else
- stat |= ~NOPOWER
icon_state = "[base_state]-p"
// src.sd_SetLuminosity(0)
diff --git a/code/game/machinery/kitchen/smartfridge.dm b/code/game/machinery/kitchen/smartfridge.dm
index b3d3552565..d7db1df37e 100644
--- a/code/game/machinery/kitchen/smartfridge.dm
+++ b/code/game/machinery/kitchen/smartfridge.dm
@@ -118,17 +118,16 @@
src.throw_item()
/obj/machinery/smartfridge/power_change()
- if( powered() )
+ ..()
+ if( !(stat & NOPOWER) )
src.ispowered = 1
- stat &= ~NOPOWER
if(!isbroken)
icon_state = icon_on
else
spawn(rand(0, 15))
- src.ispowered = 0
- stat |= NOPOWER
- if(!isbroken)
- icon_state = icon_off
+ src.ispowered = 0
+ if(!isbroken)
+ icon_state = icon_off
/*******************
* Item Adding
diff --git a/code/game/machinery/newscaster.dm b/code/game/machinery/newscaster.dm
index fba4927947..114d24e57b 100644
--- a/code/game/machinery/newscaster.dm
+++ b/code/game/machinery/newscaster.dm
@@ -138,14 +138,13 @@ var/list/obj/machinery/newscaster/allCasters = list() //Global list that will co
/obj/machinery/newscaster/power_change()
if(isbroken) //Broken shit can't be powered.
return
- if( src.powered() )
+ ..()
+ if( !(stat & NOPOWER) )
src.ispowered = 1
- stat &= ~NOPOWER
src.update_icon()
else
spawn(rand(0, 15))
src.ispowered = 0
- stat |= NOPOWER
src.update_icon()
diff --git a/code/game/machinery/portable_turret.dm b/code/game/machinery/portable_turret.dm
index 8107e23cc5..b7a9a781d8 100644
--- a/code/game/machinery/portable_turret.dm
+++ b/code/game/machinery/portable_turret.dm
@@ -264,10 +264,12 @@ Status: []
"},
if(!anchored)
icon_state = "turretCover"
return
+
+ ..()
if(stat & BROKEN)
icon_state = "[lasercolor]destroyed_target_prism"
else
- if( powered() )
+ if( !(stat & NOPOWER) )
if (on)
if (installation == /obj/item/weapon/gun/energy/laser || installation == /obj/item/weapon/gun/energy/pulse_rifle)
// laser guns and pulse rifles have an orange icon
@@ -277,11 +279,9 @@ Status: []
"},
icon_state = "[lasercolor]target_prism"
else
icon_state = "[lasercolor]grey_target_prism"
- stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "[lasercolor]grey_target_prism"
- stat |= NOPOWER
diff --git a/code/game/machinery/records_scanner.dm b/code/game/machinery/records_scanner.dm
index 370e2f3843..af74c7c941 100644
--- a/code/game/machinery/records_scanner.dm
+++ b/code/game/machinery/records_scanner.dm
@@ -28,13 +28,12 @@ obj/machinery/scanner/New()
use_power(50)
/obj/machinery/scanner/power_change()
- if(!powered())
+ ..()
+ if(stat & NOPOWER)
spawn(rand(0, 15))
icon_state = "scanner_off"
- stat |= NOPOWER
else
icon_state = "scanner_idle"
- stat &= ~NOPOWER
obj/machinery/scanner/attack_hand(mob/living/carbon/human/user)
if(stat & NOPOWER)
diff --git a/code/game/machinery/robot_fabricator.dm b/code/game/machinery/robot_fabricator.dm
index e7994763dd..bf02e31fdd 100644
--- a/code/game/machinery/robot_fabricator.dm
+++ b/code/game/machinery/robot_fabricator.dm
@@ -34,12 +34,6 @@
else
user << "The robot part maker is full. Please remove metal from the robot part maker in order to insert more."
-/obj/machinery/robotic_fabricator/power_change()
- if (powered())
- stat &= ~NOPOWER
- else
- stat |= NOPOWER
-
/obj/machinery/robotic_fabricator/attack_paw(user as mob)
return src.attack_hand(user)
diff --git a/code/game/machinery/shieldgen.dm b/code/game/machinery/shieldgen.dm
deleted file mode 100644
index 439d31d57d..0000000000
--- a/code/game/machinery/shieldgen.dm
+++ /dev/null
@@ -1,630 +0,0 @@
-/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)
-
-/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 [src] was hit by [AM].")
-
- //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/is_open = 0 //Whether or not the wires are exposed
- var/locked = 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()
-
- 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)
- deployed_shields += new /obj/machinery/shield(target_tile)
-
-/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)
-
-/obj/machinery/shieldgen/process()
- if(malfunction && active)
- if(deployed_shields.len && prob(5))
- del(pick(deployed_shields))
-
- return
-
-/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
-
-////FIELD GEN START //shameless copypasta from fieldgen, powersink, and grille
-#define maxstoredpower 500
-/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
- use_power = 0
-
-/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/surplus = max(PN.avail-PN.load, 0)
- var/shieldload = min(rand(50,200), surplus)
- if(shieldload==0 && !storedpower) // no cable or no power, and no power stored
- power = 0
- return 0
- else
- power = 1 // IVE GOT THE POWER!
- if(PN) //runtime errors fixer. They were caused by PN.newload trying to access missing network in case of working on stored power.
- storedpower += shieldload
- PN.newload += shieldload //uses powernet power.
-// message_admins("[PN.load]", 1)
-// use_power(250) //uses 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/process()
- spawn(100)
- power()
- if(power)
- storedpower -= 50 //this way it can survive longer and survive at all
- if(storedpower >= maxstoredpower)
- storedpower = maxstoredpower
- 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 -= 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
-
-/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)
- needs_power = 1
-
-/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 -= 10
- else
- gen_secondary.storedpower -=10
-
-
-/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 -= 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 -= 200
-
- if(2.0) //medium boom
- if(prob(50))
- G = gen_primary
- else
- G = gen_secondary
- G.storedpower -= 50
-
- if(3.0) //lil boom
- if(prob(50))
- G = gen_primary
- else
- G = gen_secondary
- G.storedpower -= 20
- 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
\ No newline at end of file
diff --git a/code/game/machinery/suit_storage_unit.dm b/code/game/machinery/suit_storage_unit.dm
index 2db29d4ab0..c21616811e 100644
--- a/code/game/machinery/suit_storage_unit.dm
+++ b/code/game/machinery/suit_storage_unit.dm
@@ -59,14 +59,13 @@
/obj/machinery/suit_storage_unit/power_change()
- if( powered() )
+ ..()
+ if( !(stat & NOPOWER) )
src.ispowered = 1
- stat &= ~NOPOWER
src.update_icon()
else
spawn(rand(0, 15))
src.ispowered = 0
- stat |= NOPOWER
src.islocked = 0
src.isopen = 1
src.dump_everything()
diff --git a/code/game/machinery/turrets.dm b/code/game/machinery/turrets.dm
index 51ccee7fc5..98af795ca8 100644
--- a/code/game/machinery/turrets.dm
+++ b/code/game/machinery/turrets.dm
@@ -93,10 +93,11 @@
return (popping!=0)
/obj/machinery/turret/power_change()
+ ..()
if(stat & BROKEN)
icon_state = "grey_target_prism"
else
- if( powered() )
+ if( !(stat & NOPOWER) )
if (src.enabled)
if (src.lasers)
icon_state = "orange_target_prism"
diff --git a/code/game/machinery/vending.dm b/code/game/machinery/vending.dm
index 8bcdd60309..1c18c33263 100644
--- a/code/game/machinery/vending.dm
+++ b/code/game/machinery/vending.dm
@@ -23,6 +23,7 @@
use_power = 1
idle_power_usage = 10
+ var/vend_power_usage = 150 //actuators and stuff
var/active = 1 //No sales pitches if off!
var/delay_product_spawn // If set, uses sleep() in product spawn proc (mostly for seeds to retrieve correct names).
@@ -511,7 +512,7 @@
src.speak(src.vend_reply)
src.last_reply = world.time
- use_power(150) //actuators and stuff
+ use_power(vend_power_usage) //actuators and stuff
if (src.icon_vend) //Show the vending animation if needed
flick(src.icon_vend,src)
spawn(src.vend_delay)
@@ -561,16 +562,15 @@
return
/obj/machinery/vending/power_change()
+ ..()
if(stat & BROKEN)
icon_state = "[initial(icon_state)]-broken"
else
- if( powered() )
+ if( !(stat & NOPOWER) )
icon_state = initial(icon_state)
- stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "[initial(icon_state)]-off"
- stat |= NOPOWER
//Oh no we're malfunctioning! Dump out some product and break.
/obj/machinery/vending/proc/malfunction()
@@ -708,6 +708,7 @@
/obj/item/weapon/reagent_containers/food/drinks/bottle/absinthe = 2,/obj/item/weapon/reagent_containers/food/drinks/bottle/grenadine = 5)
contraband = list(/obj/item/weapon/reagent_containers/food/drinks/tea = 10)
vend_delay = 15
+ idle_power_usage = 211 //refrigerator - believe it or not, this is actually the average power consumption of a refrigerated vending machine according to NRCan.
product_slogans = "I hope nobody asks me for a bloody cup o' tea...;Alcohol is humanity's friend. Would you abandon a friend?;Quite delighted to serve you!;Is nobody thirsty on this station?"
product_ads = "Drink up!;Booze is good for you!;Alcohol is humanity's best friend.;Quite delighted to serve you!;Care for a nice, cold beer?;Nothing cures you like booze!;Have a sip!;Have a drink!;Have a beer!;Beer is good for you!;Only the finest alcohol!;Best quality booze since 2053!;Award-winning wine!;Maximum alcohol!;Man loves beer.;A toast for progress!"
req_access_txt = "25"
@@ -725,6 +726,8 @@
icon_state = "coffee"
icon_vend = "coffee-vend"
vend_delay = 34
+ idle_power_usage = 211 //refrigerator - believe it or not, this is actually the average power consumption of a refrigerated vending machine according to NRCan.
+ vend_power_usage = 85000 //85 kJ to heat a 250 mL cup of coffee
products = list(/obj/item/weapon/reagent_containers/food/drinks/coffee = 25,/obj/item/weapon/reagent_containers/food/drinks/tea = 25,/obj/item/weapon/reagent_containers/food/drinks/h_chocolate = 25)
contraband = list(/obj/item/weapon/reagent_containers/food/drinks/ice = 10)
prices = list(/obj/item/weapon/reagent_containers/food/drinks/coffee = 25, /obj/item/weapon/reagent_containers/food/drinks/tea = 25, /obj/item/weapon/reagent_containers/food/drinks/h_chocolate = 25)
@@ -763,6 +766,7 @@
/obj/item/weapon/reagent_containers/food/drinks/cans/dr_gibb = 1,/obj/item/weapon/reagent_containers/food/drinks/cans/starkist = 1,
/obj/item/weapon/reagent_containers/food/drinks/cans/waterbottle = 2,/obj/item/weapon/reagent_containers/food/drinks/cans/space_up = 1,
/obj/item/weapon/reagent_containers/food/drinks/cans/iced_tea = 1,/obj/item/weapon/reagent_containers/food/drinks/cans/grape_juice = 1)
+ idle_power_usage = 211 //refrigerator - believe it or not, this is actually the average power consumption of a refrigerated vending machine according to NRCan.
//This one's from bay12
/obj/machinery/vending/cart
@@ -802,6 +806,7 @@
/obj/item/device/healthanalyzer = 5,/obj/item/weapon/reagent_containers/glass/beaker = 4, /obj/item/weapon/reagent_containers/dropper = 2,
/obj/item/stack/medical/advanced/bruise_pack = 3, /obj/item/stack/medical/advanced/ointment = 3, /obj/item/stack/medical/splint = 2)
contraband = list(/obj/item/weapon/reagent_containers/pill/tox = 3,/obj/item/weapon/reagent_containers/pill/stox = 4,/obj/item/weapon/reagent_containers/pill/antitox = 6)
+ idle_power_usage = 211 //refrigerator - believe it or not, this is actually the average power consumption of a refrigerated vending machine according to NRCan.
//This one's from bay12
@@ -855,6 +860,7 @@
products = list(/obj/item/weapon/reagent_containers/glass/fertilizer/ez = 35,/obj/item/weapon/reagent_containers/glass/fertilizer/l4z = 25,/obj/item/weapon/reagent_containers/glass/fertilizer/rh = 15,/obj/item/weapon/plantspray/pests = 20,
/obj/item/weapon/reagent_containers/syringe = 5,/obj/item/weapon/storage/bag/plants = 5)
premium = list(/obj/item/weapon/reagent_containers/glass/bottle/ammonia = 10,/obj/item/weapon/reagent_containers/glass/bottle/diethylamine = 5)
+ idle_power_usage = 211 //refrigerator - believe it or not, this is actually the average power consumption of a refrigerated vending machine according to NRCan.
/obj/machinery/vending/hydroseeds
name = "MegaSeed Servitor"
@@ -901,6 +907,7 @@
product_ads = "For Tsar and Country.;Have you fulfilled your nutrition quota today?;Very nice!;We are simple people, for this is all we eat.;If there is a person, there is a problem. If there is no person, then there is no problem."
products = list(/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/soda = 30)
contraband = list(/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/cola = 20)
+ idle_power_usage = 211 //refrigerator - believe it or not, this is actually the average power consumption of a refrigerated vending machine according to NRCan.
/obj/machinery/vending/tool
name = "YouTool"
diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm
index 4de06df651..cb4be0d942 100644
--- a/code/modules/mob/living/carbon/carbon.dm
+++ b/code/modules/mob/living/carbon/carbon.dm
@@ -104,6 +104,7 @@
shock_damage *= siemens_coeff
if (shock_damage<1)
return 0
+
src.take_overall_damage(0,shock_damage,used_weapon="Electrocution")
//src.burn_skin(shock_damage)
//src.adjustFireLoss(shock_damage) //burn_skin will do this for us
@@ -117,6 +118,11 @@
Stun(10)//This should work for now, more is really silly and makes you lay there forever
// if(src.weakened < 20*siemens_coeff) src.weakened = 20*siemens_coeff
Weaken(10)
+
+ var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
+ s.set_up(5, 1, loc)
+ s.start()
+
return shock_damage
diff --git a/code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm b/code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm
index 3ba05f6332..de504bcf02 100644
--- a/code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm
+++ b/code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm
@@ -19,11 +19,9 @@
..()
/obj/machinery/drone_fabricator/power_change()
- if (powered())
- stat &= ~NOPOWER
- else
+ ..()
+ if (stat & NOPOWER)
icon_state = "drone_fab_nopower"
- stat |= NOPOWER
/obj/machinery/drone_fabricator/process()
diff --git a/code/modules/mob/living/silicon/silicon.dm b/code/modules/mob/living/silicon/silicon.dm
index b08345ff5e..d7b3eef7f6 100644
--- a/code/modules/mob/living/silicon/silicon.dm
+++ b/code/modules/mob/living/silicon/silicon.dm
@@ -37,6 +37,22 @@
/mob/living/silicon/stun_effect_act(var/stun_amount, var/agony_amount)
return //immune
+/mob/living/silicon/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0)
+
+ if (istype(source, /obj/machinery/containment_field))
+ var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
+ s.set_up(5, 1, loc)
+ s.start()
+
+ shock_damage *= 0.75 //take reduced damage
+ take_overall_damage(0, shock_damage)
+ visible_message("\red [src] was shocked by \the [source]!", \
+ "\red Energy pulse detected, system damaged!", \
+ "\red You hear an electrical crack")
+ if(prob(20))
+ Stun(2)
+ return
+
/mob/living/silicon/proc/damage_mob(var/brute = 0, var/fire = 0, var/tox = 0)
return
diff --git a/code/modules/power/apc.dm b/code/modules/power/apc.dm
index b76b152284..fa9fb93d55 100644
--- a/code/modules/power/apc.dm
+++ b/code/modules/power/apc.dm
@@ -1144,7 +1144,8 @@
/obj/machinery/power/apc/add_load(var/amount)
if(terminal && terminal.powernet)
- terminal.powernet.newload += amount
+ return terminal.powernet.draw_power(amount)
+ return 0
/obj/machinery/power/apc/avail()
if(terminal)
@@ -1176,13 +1177,7 @@
var/last_ch = charging
var/excess = surplus()
-
- if(!src.avail())
- main_status = 0
- else if(excess < 0)
- main_status = 1
- else
- main_status = 2
+ var/power_excess = 0
var/perapc = 0
if(terminal && terminal.powernet)
@@ -1195,36 +1190,35 @@
//var/cell_charge = cell.charge
var/cell_maxcharge = cell.maxcharge
- // draw power from cell as before
-
- var/cellused = min(cell.charge, CELLRATE * lastused_total) // clamp deduction to a max, amount left in cell
- cell.use(cellused)
-
- if(excess > 0 || perapc > lastused_total) // if power excess, or enough anyway, recharge the cell
- // by the same amount just used
- cell.give(cellused)
- add_load(cellused/CELLRATE) // add the load used to recharge the cell
-
-
- else // no excess, and not enough per-apc
-
- if( (cell.charge/CELLRATE+perapc) >= lastused_total) // can we draw enough from cell+grid to cover last usage?
-
- cell.give(CELLRATE * perapc) //recharge with what we can
- add_load(perapc) // so draw what we can from the grid
+ // try to draw power from the grid
+ if (!src.avail())
+ main_status = 0
+ else
+ var/power_drawn = add_load(perapc)
+
+ //figure out how much power is left over after meeting demand
+ power_excess = power_drawn - lastused_total
+
+ if (power_excess < 0) //couldn't get enough power from the grid, we will need to take from the power cell.
+ main_status = 1
charging = 0
+
+ var/required_power = -power_excess
+ if( (cell.charge/CELLRATE) >= required_power) // can we draw enough from cell to cover what's left over?
+ cell.use(required_power*CELLRATE)
- else if (autoflag != 0) // not enough power available to run the last tick!
- charging = 0
- chargecount = 0
- // This turns everything off in the case that there is still a charge left on the battery, just not enough to run the room.
- equipment = autoset(equipment, 0)
- lighting = autoset(lighting, 0)
- environ = autoset(environ, 0)
- autoflag = 0
+ else if (autoflag != 0) // not enough power available to run the last tick!
+ chargecount = 0
+ // This turns everything off in the case that there is still a charge left on the battery, just not enough to run the room.
+ equipment = autoset(equipment, 0)
+ lighting = autoset(lighting, 0)
+ environ = autoset(environ, 0)
+ autoflag = 0
+
+ else
+ main_status = 2
-
- // set channels depending on how much charge we have left
+ // Set channels depending on how much charge we have left
// Allow the APC to operate as normal if the cell can charge
if(charging && longtermpower < 10)
@@ -1267,10 +1261,9 @@
// now trickle-charge the cell
if(chargemode && charging == 1 && operating)
- if(excess > 0) // check to make sure we have enough to charge
- // Max charge is perapc share, capped to cell capacity, or % per second constant (Whichever is smallest)
- var/ch = min(perapc*CELLRATE, (cell_maxcharge - cell.charge), (cell_maxcharge*CHARGELEVEL))
- add_load(ch/CELLRATE) // Removes the power we're taking from the grid
+ if(power_excess > 0) // check to make sure we have enough to charge
+ // Max charge is available excess power, capped to cell capacity, or % per second constant (Whichever is smallest)
+ var/ch = min(power_excess*CELLRATE, (cell_maxcharge - cell.charge), (cell_maxcharge*CHARGELEVEL))
cell.give(ch) // actually recharge the cell
else
@@ -1278,13 +1271,13 @@
chargecount = 0
// show cell as fully charged if so
-
if(cell.charge >= cell_maxcharge)
charging = 2
+ //if we have excess power for long enough, think about re-enable charging.
if(chargemode)
if(!charging)
- if(excess > cell_maxcharge*CHARGELEVEL)
+ if(power_excess*CELLRATE >= cell_maxcharge*CHARGELEVEL)
chargecount++
else
chargecount = 0
@@ -1320,21 +1313,21 @@
src.updateDialog()
// val 0=off, 1=off(auto) 2=on 3=on(auto)
-// on 0=off, 1=on, 2=autooff
+// on 0=off, 1=auto-on, 2=auto-off
/proc/autoset(var/val, var/on)
- if(on==0)
+ if(on==0) // turn things off
if(val==2) // if on, return off
return 0
else if(val==3) // if auto-on, return auto-off
return 1
- else if(on==1)
+ else if(on==1) // turn things auto-on
if(val==1) // if auto-off, return auto-on
return 3
- else if(on==2)
+ else if(on==2) // turn things auto-off
if(val==3) // if auto-on, return auto-off
return 1
diff --git a/code/modules/power/batteryrack.dm b/code/modules/power/batteryrack.dm
index 5f327495a7..e7a46b60fd 100644
--- a/code/modules/power/batteryrack.dm
+++ b/code/modules/power/batteryrack.dm
@@ -222,8 +222,9 @@
if(charging)
if(excess >= 0) // if there's power available, try to charge
var/load = min((capacity * 1.5 - charge)/SMESRATE, chargelevel) // charge at set rate, limited to spare capacity
+ load = add_load(load) // add the load to the terminal side network
charge += load * SMESRATE // increase the charge
- add_load(load) // add the load to the terminal side network
+
else // if not enough capacity
charging = 0 // stop charging
diff --git a/code/modules/power/cable_logic.dm b/code/modules/power/cable_logic.dm
index 3a3b6f9180..a6e6e07b2b 100644
--- a/code/modules/power/cable_logic.dm
+++ b/code/modules/power/cable_logic.dm
@@ -130,7 +130,7 @@
if( !(pn_input.avail >= LOGIC_HIGH))
pn_output.newavail = max(pn_output.avail, LOGIC_HIGH) //Set the output avilable power to 5 or whatever it was before.
else
- pn_output.newload += LOGIC_HIGH //Otherwise increase the load to 5
+ pn_output.draw_power(LOGIC_HIGH) //Otherwise increase the load to 5
@@ -202,7 +202,7 @@
if( (pn_input1.avail >= LOGIC_HIGH) && (pn_input2.avail >= LOGIC_HIGH) )
pn_output.newavail = max(pn_output.avail, LOGIC_HIGH) //Set the output avilable power to 5 or whatever it was before.
else
- pn_output.newload += LOGIC_HIGH //Otherwise increase the load to 5
+ pn_output.draw_power(LOGIC_HIGH) //Otherwise increase the load to 5
//OR GATE
/obj/machinery/logic/twoinput/or/process()
@@ -222,7 +222,7 @@
if( (pn_input1.avail >= LOGIC_HIGH) || (pn_input2.avail >= LOGIC_HIGH) )
pn_output.newavail = max(pn_output.avail, LOGIC_HIGH) //Set the output avilable power to 5 or whatever it was before.
else
- pn_output.newload += LOGIC_HIGH //Otherwise increase the load to 5
+ pn_output.draw_power(LOGIC_HIGH) //Otherwise increase the load to 5
//XOR GATE
/obj/machinery/logic/twoinput/xor/process()
@@ -242,7 +242,7 @@
if( (pn_input1.avail >= LOGIC_HIGH) != (pn_input2.avail >= LOGIC_HIGH) )
pn_output.newavail = max(pn_output.avail, LOGIC_HIGH) //Set the output avilable power to 5 or whatever it was before.
else
- pn_output.newload += LOGIC_HIGH //Otherwise increase the load to 5
+ pn_output.draw_power(LOGIC_HIGH) //Otherwise increase the load to 5
//XNOR GATE (EQUIVALENCE)
/obj/machinery/logic/twoinput/xnor/process()
@@ -262,7 +262,7 @@
if( (pn_input1.avail >= LOGIC_HIGH) == (pn_input2.avail >= LOGIC_HIGH) )
pn_output.newavail = max(pn_output.avail, LOGIC_HIGH) //Set the output avilable power to 5 or whatever it was before.
else
- pn_output.newload += LOGIC_HIGH //Otherwise increase the load to 5
+ pn_output.draw_power(LOGIC_HIGH) //Otherwise increase the load to 5
#define RELAY_POWER_TRANSFER 2000 //How much power a relay transfers through.
@@ -284,7 +284,7 @@
return
if(pn_input2.avail >= RELAY_POWER_TRANSFER)
- pn_input2.newload += RELAY_POWER_TRANSFER
+ pn_input2.draw_power(RELAY_POWER_TRANSFER)
pn_output.newavail += RELAY_POWER_TRANSFER
diff --git a/code/modules/power/power.dm b/code/modules/power/power.dm
index 67f9b2b4ad..2fb3171104 100644
--- a/code/modules/power/power.dm
+++ b/code/modules/power/power.dm
@@ -20,11 +20,12 @@
/obj/machinery/power/proc/add_load(var/amount)
if(powernet)
- powernet.newload += amount
+ return powernet.draw_power(amount)
+ return 0
/obj/machinery/power/proc/surplus()
if(powernet)
- return powernet.avail-powernet.load
+ return powernet.surplus()
else
return 0
@@ -67,25 +68,23 @@
log_power_update_request(A.master, src)
A.master.powerupdate = 2 // Decremented by 2 each GC tick, since it's not auto power change we're going to update power twice.
-/obj/machinery/proc/power_change() // called whenever the power settings of the containing area change
+//The master_area optional argument can be used to save on a lot of processing if the master area is already known. This is mainly intended for when this proc is called by the master controller.
+/obj/machinery/proc/power_change(var/area/master_area = null) // called whenever the power settings of the containing area change
// by default, check equipment channel & set flag
// can override if needed
- if(powered(power_channel))
+ var/has_power
+ if (master_area)
+ has_power = master_area.powered(power_channel)
+ else
+ has_power = powered(power_channel)
+
+ if(has_power)
stat &= ~NOPOWER
else
stat |= NOPOWER
return
-//This is used by the master controller to update the NOPOWER flag
-//This will allow machines to update NOPOWER if they are moved from one area to another.
-//Does the same thing as power_change() but is optimized for the master controller.
-/obj/machinery/proc/update_powered_status(var/area/master_area)
- if(master_area.powered(power_channel))
- stat &= ~NOPOWER
- else
- stat |= NOPOWER
-
// the powernet datum
// each contiguous network of cables & nodes
@@ -402,6 +401,19 @@
error("[S.name] (\ref[S]) had a [S.powernet ? "different (\ref[S.powernet])" : "null"] powernet to our powernet (\ref[src]).")
nodes.Remove(S)
+
+//Returns the amount of available power
+/datum/powernet/proc/surplus()
+ return max(avail - newload, 0)
+
+//Attempts to draw power from a powernet. Returns the actual amount of power drawn
+/datum/powernet/proc/draw_power(var/requested_amount)
+ var/surplus = max(avail - newload, 0)
+ var/actual_draw = min(requested_amount, surplus)
+ newload += actual_draw
+
+ return actual_draw
+
/datum/powernet/proc/get_electrocute_damage()
switch(avail)/*
if (1300000 to INFINITY)
@@ -551,11 +563,11 @@
var/drained_energy = drained_hp*20
if (source_area)
- source_area.use_power(drained_energy/CELLRATE)
+ source_area.use_power(drained_energy)
else if (istype(power_source,/datum/powernet))
- var/drained_power = drained_energy/CELLRATE //convert from "joules" to "watts"
- PN.newload+=drained_power
+ //var/drained_power = drained_energy/CELLRATE //convert from "joules" to "watts" <<< NO. THIS IS WRONG. CELLRATE DOES NOT CONVERT TO OR FROM JOULES.
+ PN.draw_power(drained_energy)
else if (istype(power_source, /obj/item/weapon/cell))
- cell.use(drained_energy)
+ cell.use(drained_energy*CELLRATE) //convert to units of charge.
return drained_energy
diff --git a/code/modules/power/singularity/containment_field.dm b/code/modules/power/singularity/containment_field.dm
index 123ed28c9a..2c24eba108 100644
--- a/code/modules/power/singularity/containment_field.dm
+++ b/code/modules/power/singularity/containment_field.dm
@@ -56,49 +56,17 @@
if(!FG1 || !FG2)
del(src)
return 0
- if(iscarbon(user))
- var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
- s.set_up(5, 1, user.loc)
- s.start()
-
+ if(isliving(user))
hasShocked = 1
var/shock_damage = min(rand(30,40),rand(30,40))
- user.burn_skin(shock_damage)
- user.updatehealth()
- user.visible_message("\red [user.name] was shocked by the [src.name]!", \
- "\red You feel a powerful shock course through your body sending you flying!", \
- "\red You hear a heavy electrical crack")
+ user.electrocute_act(shock_damage, src)
- var/stun = min(shock_damage, 15)
- user.Stun(stun)
- user.Weaken(10)
-
- user.updatehealth()
var/atom/target = get_edge_target_turf(user, get_dir(src, get_step_away(user, src)))
user.throw_at(target, 200, 4)
sleep(20)
+
hasShocked = 0
- return
-
- else if(issilicon(user))
- var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
- s.set_up(5, 1, user.loc)
- s.start()
-
- hasShocked = 1
- var/shock_damage = rand(15,30)
- user.take_overall_damage(0,shock_damage)
- user.visible_message("\red [user.name] was shocked by the [src.name]!", \
- "\red Energy pulse detected, system damaged!", \
- "\red You hear an electrical crack")
- if(prob(20))
- user.Stun(2)
-
- sleep(20)
- hasShocked = 0
- return
-
return
/obj/machinery/containment_field/proc/set_master(var/master1,var/master2)
diff --git a/code/modules/power/singularity/emitter.dm b/code/modules/power/singularity/emitter.dm
index a520cf3166..ce059c757e 100644
--- a/code/modules/power/singularity/emitter.dm
+++ b/code/modules/power/singularity/emitter.dm
@@ -1,4 +1,5 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
+#define EMITTER_DAMAGE_POWER_TRANSFER 350 //used to transfer power to containment field generators
/obj/machinery/power/emitter
name = "Emitter"
@@ -10,13 +11,15 @@
req_access = list(access_engine_equip)
var/id = null
- use_power = 0
- idle_power_usage = 10
- active_power_usage = 300
+ use_power = 0 //uses powernet power, not APC power
+ active_power_usage = 30000 //30 kW laser. I guess that means 30 kJ per shot.
var/active = 0
var/powered = 0
var/fire_delay = 100
+ var/max_burst_delay = 100
+ var/min_burst_delay = 20
+ var/burst_shots = 3
var/last_shot = 0
var/shot_number = 0
var/state = 0
@@ -104,8 +107,7 @@
return
if(((src.last_shot + src.fire_delay) <= world.time) && (src.active == 1))
- if(!active_power_usage || avail(active_power_usage))
- add_load(active_power_usage)
+ if(surplus() >= active_power_usage && add_load(active_power_usage) >= active_power_usage) //does the laser have enough power to shoot?
if(!powered)
powered = 1
update_icon()
@@ -118,13 +120,19 @@
return
src.last_shot = world.time
- if(src.shot_number < 3)
+ if(src.shot_number < burst_shots)
src.fire_delay = 2
src.shot_number ++
else
- src.fire_delay = rand(20,100)
+ src.fire_delay = rand(min_burst_delay, max_burst_delay)
src.shot_number = 0
+
+ //need to calculate the power per shot as the emitter doesn't fire continuously.
+ var/burst_time = (min_burst_delay + max_burst_delay)/2 + 2*(burst_shots-1)
+ var/power_per_shot = active_power_usage * (burst_time/10) / burst_shots
var/obj/item/projectile/beam/emitter/A = new /obj/item/projectile/beam/emitter( src.loc )
+ A.damage = round(power_per_shot/EMITTER_DAMAGE_POWER_TRANSFER)
+
playsound(src.loc, 'sound/weapons/emitter.ogg', 25, 1)
if(prob(35))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
diff --git a/code/modules/power/singularity/field_generator.dm b/code/modules/power/singularity/field_generator.dm
index 315068792d..cf339eff30 100644
--- a/code/modules/power/singularity/field_generator.dm
+++ b/code/modules/power/singularity/field_generator.dm
@@ -12,7 +12,7 @@ field_generator power level display
-Aygar
*/
-#define field_generator_max_power 250
+#define field_generator_max_power 250000
/obj/machinery/field_generator
name = "Field Generator"
desc = "A large thermal battery that projects a high amount of energy when powered."
@@ -25,12 +25,16 @@ field_generator power level display
var/Varedit_start = 0
var/Varpower = 0
var/active = 0
- var/power = 20 // Current amount of power
+ var/power = 30000 // Current amount of power
var/state = 0
var/warming_up = 0
var/list/obj/machinery/containment_field/fields
var/list/obj/machinery/field_generator/connected_gens
var/clean_up = 0
+
+ //If keeping field generators powered is hard then increase the emitter active power usage.
+ var/gen_power_draw = 5500 //power needed per generator
+ var/field_power_draw = 2000 //power needed per field object
/obj/machinery/field_generator/update_icon()
@@ -167,8 +171,8 @@ field_generator power level display
return 0
/obj/machinery/field_generator/bullet_act(var/obj/item/projectile/Proj)
- if(Proj.flag != "bullet")
- power += Proj.damage
+ if(istype(Proj, /obj/item/projectile/beam))
+ power += Proj.damage * EMITTER_DAMAGE_POWER_TRANSFER
update_icon()
return 0
@@ -206,51 +210,44 @@ field_generator power level display
if(src.power > field_generator_max_power)
src.power = field_generator_max_power
- var/power_draw = 2
+ var/power_draw = gen_power_draw
+ for(var/obj/machinery/field_generator/FG in connected_gens)
+ if (!isnull(FG))
+ power_draw += gen_power_draw
for (var/obj/machinery/containment_field/F in fields)
- if (isnull(F))
- continue
- power_draw++
- if(draw_power(round(power_draw/2,1)))
+ if (!isnull(F))
+ power_draw += field_power_draw
+ power_draw /= 2 //because this will be mirrored for both generators
+ if(draw_power(round(power_draw)) >= power_draw)
return 1
else
for(var/mob/M in viewers(src))
- M.show_message("\red The [src.name] shuts down!")
+ M.show_message("\red \The [src] shuts down!")
turn_off()
investigate_log("ran out of power and deactivated","singulo")
src.power = 0
return 0
-//This could likely be better, it tends to start loopin if you have a complex generator loop setup. Still works well enough to run the engine fields will likely recode the field gens and fields sometime -Mport
-/obj/machinery/field_generator/proc/draw_power(var/draw = 0, var/failsafe = 0, var/obj/machinery/field_generator/G = null, var/obj/machinery/field_generator/last = null)
- if(Varpower)
- return 1
- if((G && G == src) || (failsafe >= 8))//Loopin, set fail
- return 0
- else
- failsafe++
+//Tries to draw the needed power from our own power reserve, or connected generators if we can. Returns the amount of power we were able to get.
+/obj/machinery/field_generator/proc/draw_power(var/draw = 0, var/list/flood_list = list())
+ flood_list += src
+
if(src.power >= draw)//We have enough power
src.power -= draw
- return 1
- else//Need more power
- draw -= src.power
- src.power = 0
- for(var/obj/machinery/field_generator/FG in connected_gens)
- if(isnull(FG))
- continue
- if(FG == last)//We just asked you
- continue
- if(G)//Another gen is askin for power and we dont have it
- if(FG.draw_power(draw,failsafe,G,src))//Can you take the load
- return 1
- else
- return 0
- else//We are askin another for power
- if(FG.draw_power(draw,failsafe,src,src))
- return 1
- else
- return 0
-
+ return draw
+
+ //Need more power
+ var/actual_draw = src.power //already checked that power < draw
+ src.power = 0
+
+ for(var/obj/machinery/field_generator/FG in connected_gens)
+ if (FG in flood_list)
+ continue
+ actual_draw += FG.draw_power(draw - actual_draw, flood_list) //since the flood list reference is shared this actually works.
+ if (actual_draw >= draw)
+ return actual_draw
+
+ return actual_draw
/obj/machinery/field_generator/proc/start_fields()
if(!src.state == 2 || !anchored)
diff --git a/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm b/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm
index a78a964870..c4be677ca5 100644
--- a/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm
+++ b/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm
@@ -6,7 +6,8 @@ proc
emit_particle()
1 power box
-the only part of this thing that uses power, can hack to mess with the pa/make it better
+the only part of this thing that uses power, can hack to mess with the pa/make it better.
+Lies, only the control computer draws power.
1 fuel chamber
contains procs for mixing gas and whatever other fuel it uses
diff --git a/code/modules/power/singularity/particle_accelerator/particle_control.dm b/code/modules/power/singularity/particle_accelerator/particle_control.dm
index 12dc2f5f22..0ae6a5c3bb 100644
--- a/code/modules/power/singularity/particle_accelerator/particle_control.dm
+++ b/code/modules/power/singularity/particle_accelerator/particle_control.dm
@@ -10,7 +10,7 @@
density = 1
use_power = 0
idle_power_usage = 500
- active_power_usage = 10000
+ active_power_usage = 70000 //70 kW per unit of strength
construction_state = 0
active = 0
dir = 1
@@ -20,6 +20,7 @@
/obj/machinery/particle_accelerator/control_box/New()
connected_parts = list()
+ active_power_usage = initial(active_power_usage) * (strength + 1)
..()
@@ -29,7 +30,7 @@
/obj/machinery/particle_accelerator/control_box/update_state()
if(construction_state < 3)
- use_power = 0
+ update_use_power(0)
assembled = 0
active = 0
for(var/obj/structure/particle_accelerator/part in connected_parts)
@@ -39,7 +40,7 @@
connected_parts = list()
return
if(!part_scan())
- use_power = 1
+ update_use_power(1)
active = 0
connected_parts = list()
@@ -87,6 +88,7 @@
else if(href_list["scan"])
src.part_scan()
else if(href_list["strengthup"])
+ var/old_strength = strength
strength++
if(strength > 2)
strength = 2
@@ -97,8 +99,13 @@
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = strength
part.update_icon()
+
+ if (strength != old_strength)
+ active_power_usage = initial(active_power_usage) * (strength + 1)
+ use_power(0) //update power usage
else if(href_list["strengthdown"])
+ var/old_strength = strength
strength--
if(strength < 0)
strength = 0
@@ -107,6 +114,10 @@
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = strength
part.update_icon()
+
+ if (strength != old_strength)
+ active_power_usage = initial(active_power_usage) * (strength + 1)
+ use_power(0) //update power usage
src.updateDialog()
src.update_icon()
return
@@ -116,9 +127,9 @@
..()
if(stat & NOPOWER)
active = 0
- use_power = 0
+ update_use_power(0)
else if(!stat && construction_state == 3)
- use_power = 1
+ update_use_power(1)
return
@@ -188,13 +199,13 @@
/obj/machinery/particle_accelerator/control_box/proc/toggle_power()
src.active = !src.active
if(src.active)
- src.use_power = 2
+ update_use_power(2)
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = src.strength
part.powered = 1
part.update_icon()
else
- src.use_power = 1
+ update_use_power(1)
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = null
part.powered = 0
diff --git a/code/modules/power/smes.dm b/code/modules/power/smes.dm
index 92e7f8240a..6b782ca33b 100644
--- a/code/modules/power/smes.dm
+++ b/code/modules/power/smes.dm
@@ -88,8 +88,8 @@
if(charging)
if(excess >= 0) // if there's power available, try to charge
var/load = min((capacity-charge)/SMESRATE, chargelevel) // charge at set rate, limited to spare capacity
+ load = add_load(load) // add the load to the terminal side network
charge += load * SMESRATE // increase the charge
- add_load(load) // add the load to the terminal side network
else // if not enough capcity
charging = 0 // stop charging
@@ -186,7 +186,8 @@
/obj/machinery/power/smes/add_load(var/amount)
if(terminal && terminal.powernet)
- terminal.powernet.newload += amount
+ return terminal.powernet.draw_power(amount)
+ return 0
/obj/machinery/power/smes/attack_ai(mob/user)
diff --git a/code/modules/power/solar.dm b/code/modules/power/solar.dm
index 6dff673e1e..1fd0c09008 100644
--- a/code/modules/power/solar.dm
+++ b/code/modules/power/solar.dm
@@ -488,12 +488,11 @@ var/list/solars_list = list()
/obj/machinery/power/solar_control/power_change()
- if(powered())
- stat &= ~NOPOWER
+ ..()
+ if(!(stat & NOPOWER))
update_icon()
else
spawn(rand(0, 15))
- stat |= NOPOWER
update_icon()
diff --git a/code/modules/power/tracker.dm b/code/modules/power/tracker.dm
index 3312ff9dee..bb8762dad2 100644
--- a/code/modules/power/tracker.dm
+++ b/code/modules/power/tracker.dm
@@ -11,7 +11,8 @@
anchored = 1
density = 1
directwired = 1
- use_power = 0
+ use_power = 0 // doesn't use APC power
+ var/power_usage = 500 //W
var/sun_angle = 0 // sun angle as set by sun datum
@@ -73,10 +74,7 @@
// make sure we can draw power from the powernet
/obj/machinery/power/tracker/process()
- var/avail = surplus()
-
- if(avail > 500)
- add_load(500)
+ if(surplus() >= power_usage && add_load(power_usage) >= power_usage)
stat &= ~NOPOWER
else
stat |= NOPOWER
diff --git a/code/modules/reagents/Chemistry-Machinery.dm b/code/modules/reagents/Chemistry-Machinery.dm
index ce6017d2b9..8c46f14605 100644
--- a/code/modules/reagents/Chemistry-Machinery.dm
+++ b/code/modules/reagents/Chemistry-Machinery.dm
@@ -34,11 +34,7 @@
nanomanager.update_uis(src) // update all UIs attached to src
/obj/machinery/chem_dispenser/power_change()
- if(powered())
- stat &= ~NOPOWER
- else
- spawn(rand(0, 15))
- stat |= NOPOWER
+ ..()
nanomanager.update_uis(src) // update all UIs attached to src
/obj/machinery/chem_dispenser/process()
@@ -316,13 +312,6 @@
del(src)
return
-/obj/machinery/chem_master/power_change()
- if(powered())
- stat &= ~NOPOWER
- else
- spawn(rand(0, 15))
- stat |= NOPOWER
-
/obj/machinery/chem_master/attackby(var/obj/item/weapon/B as obj, var/mob/user as mob)
if(istype(B, /obj/item/weapon/reagent_containers/glass))
@@ -614,18 +603,16 @@
/obj/machinery/computer/pandemic/power_change()
-
+ ..()
if(stat & BROKEN)
icon_state = (src.beaker?"mixer1_b":"mixer0_b")
- else if(powered())
+ else if(!(stat & NOPOWER))
icon_state = (src.beaker?"mixer1":"mixer0")
- stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = (src.beaker?"mixer1_nopower":"mixer0_nopower")
- stat |= NOPOWER
/obj/machinery/computer/pandemic/Topic(href, href_list)
diff --git a/code/modules/security levels/keycard authentication.dm b/code/modules/security levels/keycard authentication.dm
index 3e9f1e437e..33f40e4193 100644
--- a/code/modules/security levels/keycard authentication.dm
+++ b/code/modules/security levels/keycard authentication.dm
@@ -45,11 +45,9 @@
broadcast_request() //This is the device making the initial event request. It needs to broadcast to other devices
/obj/machinery/keycard_auth/power_change()
- if(powered(ENVIRON))
- stat &= ~NOPOWER
+ ..()
+ if(stat &NOPOWER)
icon_state = "auth_off"
- else
- stat |= NOPOWER
/obj/machinery/keycard_auth/attack_hand(mob/user as mob)
if(user.stat || stat & (NOPOWER|BROKEN))
diff --git a/code/WorkInProgress/Cael_Aislinn/ShieldGen/circuits_and_designs.dm b/code/modules/shieldgen/circuits_and_designs.dm
similarity index 100%
rename from code/WorkInProgress/Cael_Aislinn/ShieldGen/circuits_and_designs.dm
rename to code/modules/shieldgen/circuits_and_designs.dm
diff --git a/code/modules/shieldgen/emergency_shield.dm b/code/modules/shieldgen/emergency_shield.dm
new file mode 100644
index 0000000000..7ab3afd006
--- /dev/null
+++ b/code/modules/shieldgen/emergency_shield.dm
@@ -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 [src] was hit by [AM].")
+
+ //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
\ No newline at end of file
diff --git a/code/WorkInProgress/Cael_Aislinn/ShieldGen/energy_field.dm b/code/modules/shieldgen/energy_field.dm
similarity index 92%
rename from code/WorkInProgress/Cael_Aislinn/ShieldGen/energy_field.dm
rename to code/modules/shieldgen/energy_field.dm
index a8bda3d14f..06dd2bdade 100644
--- a/code/WorkInProgress/Cael_Aislinn/ShieldGen/energy_field.dm
+++ b/code/modules/shieldgen/energy_field.dm
@@ -1,59 +1,61 @@
-
-//---------- actual energy field
-
-/obj/effect/energy_field
- name = "energy field"
- desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
- icon = 'code/WorkInProgress/Cael_Aislinn/ShieldGen/shielding.dmi'
- icon_state = "shieldsparkles"
- anchored = 1
- layer = 4.1 //just above mobs
- density = 0
- invisibility = 101
- var/strength = 0
- var/ticks_recovering = 10
-
-/obj/effect/energy_field/ex_act(var/severity)
- Stress(0.5 + severity)
-
-/obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj)
- Stress(Proj.damage / 10)
-
-/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
- if(M)
- walk(M,0)
- Stress(2)
-
-/obj/effect/energy_field/proc/Stress(var/severity)
- strength -= severity
-
- //if we take too much damage, drop out - the generator will bring us back up if we have enough power
- ticks_recovering = min(ticks_recovering + 2, 10)
- if(strength < 1)
- invisibility = 101
- density = 0
- ticks_recovering = 10
- strength = 0
- else if(strength >= 1)
- invisibility = 0
- density = 1
-
-/obj/effect/energy_field/proc/Strengthen(var/severity)
- strength += severity
-
- //if we take too much damage, drop out - the generator will bring us back up if we have enough power
- if(strength >= 1)
- invisibility = 0
- density = 1
- else if(strength < 1)
- invisibility = 101
- density = 0
-
-/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
- //Purpose: Determines if the object (or airflow) can pass this atom.
- //Called by: Movement, airflow.
- //Inputs: The moving atom (optional), target turf, "height" and air group
- //Outputs: Boolean if can pass.
-
- //return (!density || !height || air_group)
- return !density
+
+//---------- actual energy field
+
+/obj/effect/energy_field
+ name = "energy field"
+ desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
+ icon = 'icons/obj/machines/shielding.dmi'
+ icon_state = "shieldsparkles"
+ anchored = 1
+ layer = 4.1 //just above mobs
+ density = 0
+ invisibility = 101
+ var/strength = 0
+ var/ticks_recovering = 10
+
+/obj/effect/energy_field/ex_act(var/severity)
+ Stress(0.5 + severity)
+
+/obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj)
+ Stress(Proj.damage / 10)
+
+/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
+ if(M)
+ walk(M,0)
+ Stress(2)
+
+/obj/effect/energy_field/proc/Stress(var/severity)
+ strength -= severity
+
+ //if we take too much damage, drop out - the generator will bring us back up if we have enough power
+ ticks_recovering = min(ticks_recovering + 2, 10)
+ if(strength < 1)
+ invisibility = 101
+ density = 0
+ ticks_recovering = 10
+ strength = 0
+ else if(strength >= 1)
+ invisibility = 0
+ density = 1
+
+/obj/effect/energy_field/proc/Strengthen(var/severity)
+ strength += severity
+ if (strength < 0)
+ strength = 0
+
+ //if we take too much damage, drop out - the generator will bring us back up if we have enough power
+ if(strength >= 1)
+ invisibility = 0
+ density = 1
+ else if(strength < 1)
+ invisibility = 101
+ density = 0
+
+/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
+ //Purpose: Determines if the object (or airflow) can pass this atom.
+ //Called by: Movement, airflow.
+ //Inputs: The moving atom (optional), target turf, "height" and air group
+ //Outputs: Boolean if can pass.
+
+ //return (!density || !height || air_group)
+ return !density
diff --git a/code/modules/shieldgen/sheldwallgen.dm b/code/modules/shieldgen/sheldwallgen.dm
new file mode 100644
index 0000000000..0c084abdef
--- /dev/null
+++ b/code/modules/shieldgen/sheldwallgen.dm
@@ -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
\ No newline at end of file
diff --git a/code/WorkInProgress/Cael_Aislinn/ShieldGen/shield_capacitor.dm b/code/modules/shieldgen/shield_capacitor.dm
similarity index 73%
rename from code/WorkInProgress/Cael_Aislinn/ShieldGen/shield_capacitor.dm
rename to code/modules/shieldgen/shield_capacitor.dm
index b95c0ffb6f..6bfc5b664f 100644
--- a/code/WorkInProgress/Cael_Aislinn/ShieldGen/shield_capacitor.dm
+++ b/code/modules/shieldgen/shield_capacitor.dm
@@ -5,22 +5,18 @@
/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 = 1
+ var/active = 0
density = 1
- var/stored_charge = 0
+ var/stored_charge = 0 //not to be confused with power cell charge, this is in Joules
+ var/last_stored_charge = 0
var/time_since_fail = 100
- var/max_charge = 5e6
- var/charge_limit = 200000
+ var/max_charge = 8e6 //8 MJ
+ var/max_charge_rate = 400000 //400 kW
var/locked = 0
- //
- use_power = 1 //0 use nothing
- //1 use idle power
- //2 use active power
- idle_power_usage = 10
- active_power_usage = 100
- var/charge_rate = 100
+ use_power = 0 //doesn't use APC power
+ var/charge_rate = 100000 //100 kW
var/obj/machinery/shield_gen/owned_gen
/obj/machinery/shield_capacitor/New()
@@ -75,12 +71,12 @@
return src.attack_hand(user)
/obj/machinery/shield_capacitor/attack_hand(mob/user)
- if(stat & (NOPOWER|BROKEN))
+ if(stat & (BROKEN))
return
interact(user)
/obj/machinery/shield_capacitor/interact(mob/user)
- if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
+ if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN)) )
if (!istype(user, /mob/living/silicon))
user.unset_machine()
user << browse(null, "window=shield_capacitor")
@@ -90,13 +86,13 @@
t += "Swipe your ID card to begin."
else
t += "This capacitor is: [active ? "Online" : "Offline" ] [active ? "\[Deactivate\]" : "\[Activate\]"]
"
- t += "[time_since_fail > 2 ? "Charging stable." : "Warning, low charge!"]
"
- t += "Charge: [stored_charge] Watts ([100 * stored_charge/max_charge]%)
"
- t += "Charge rate: \
+ t += "Capacitor Status: [time_since_fail > 2 ? "OK." : "Discharging!"]
"
+ t += "Stored Energy: [round(stored_charge/1000, 0.1)] kJ ([100 * round(stored_charge/max_charge, 0.1)]%)
"
+ t += "Charge Rate: \
\[----\] \
\[---\] \
\[--\] \
- \[-\][charge_rate] Watts/sec \
+ \[-\][charge_rate] W \
\[+\] \
\[++\] \
\[+++\] \
@@ -109,20 +105,25 @@
user.set_machine(src)
/obj/machinery/shield_capacitor/process()
- //
- if(active)
- use_power = 2
- if(stored_charge + charge_rate > max_charge)
- active_power_usage = max_charge - stored_charge
- else
- active_power_usage = charge_rate
- stored_charge += active_power_usage
- else
- use_power = 1
+ if (!anchored)
+ active = 0
+
+ //see if we can connect to a power net.
+ var/datum/powernet/PN
+ var/turf/T = src.loc
+ var/obj/structure/cable/C = T.get_cable_node()
+ if (C)
+ PN = C.powernet
+
+ if (PN)
+ var/power_draw = between(0, max_charge - stored_charge, charge_rate) //what we are trying to draw
+ power_draw = PN.draw_power(power_draw) //what we actually get
+ stored_charge += power_draw
time_since_fail++
- if(stored_charge < active_power_usage * 1.5)
- time_since_fail = 0
+ if(stored_charge < last_stored_charge)
+ time_since_fail = 0 //losing charge faster than we can draw from PN
+ last_stored_charge = stored_charge
/obj/machinery/shield_capacitor/Topic(href, href_list[])
..()
@@ -131,34 +132,20 @@
usr.unset_machine()
return
if( href_list["toggle"] )
+ if(!active && !anchored)
+ usr << "\red The [src] needs to be firmly secured to the floor first."
+ return
active = !active
- if(active)
- use_power = 2
- else
- use_power = 1
if( href_list["charge_rate"] )
- charge_rate += text2num(href_list["charge_rate"])
- if(charge_rate > charge_limit)
- charge_rate = charge_limit
- else if(charge_rate < 0)
- charge_rate = 0
- //
+ charge_rate = between(10000, charge_rate + text2num(href_list["charge_rate"]), max_charge_rate)
+
updateDialog()
/obj/machinery/shield_capacitor/power_change()
if(stat & BROKEN)
icon_state = "broke"
else
- if( powered() )
- if (src.active)
- icon_state = "capacitor"
- else
- icon_state = "capacitor"
- stat &= ~NOPOWER
- else
- spawn(rand(0, 15))
- src.icon_state = "capacitor"
- stat |= NOPOWER
+ ..()
/obj/machinery/shield_capacitor/verb/rotate()
set name = "Rotate capacitor clockwise"
diff --git a/code/WorkInProgress/Cael_Aislinn/ShieldGen/shield_gen.dm b/code/modules/shieldgen/shield_gen.dm
similarity index 56%
rename from code/WorkInProgress/Cael_Aislinn/ShieldGen/shield_gen.dm
rename to code/modules/shieldgen/shield_gen.dm
index e6f206a21e..b330b7cac9 100644
--- a/code/WorkInProgress/Cael_Aislinn/ShieldGen/shield_gen.dm
+++ b/code/modules/shieldgen/shield_gen.dm
@@ -6,30 +6,29 @@
//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 = "shield generator"
+ 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
+ var/max_field_radius = 100
var/list/field
density = 1
var/locked = 0
var/average_field_strength = 0
var/strengthen_rate = 0.2
- var/max_strengthen_rate = 0.2
+ var/max_strengthen_rate = 0.5 //the maximum rate that the generator can increase the average field strength
+ var/dissipation_rate = 0.030 //the percentage of the shield strength that needs to be replaced each second
+ var/min_dissipation = 0.1 //will dissipate by at least this rate in renwicks per field tile (otherwise field would never dissipate completely as dissipation is a percentage)
var/powered = 0
var/check_powered = 1
var/obj/machinery/shield_capacitor/owned_capacitor
var/target_field_strength = 10
+ var/max_field_strength = 10
var/time_since_fail = 100
- var/energy_conversion_rate = 0.01 //how many renwicks per watt?
- //
- use_power = 1 //0 use nothing
- //1 use idle power
- //2 use active power
- idle_power_usage = 20
- active_power_usage = 100
+ var/energy_conversion_rate = 0.0002 //how many renwicks per watt?
+ use_power = 0 //doesn't use APC power
/obj/machinery/shield_gen/New()
spawn(10)
@@ -88,12 +87,12 @@
return src.attack_hand(user)
/obj/machinery/shield_gen/attack_hand(mob/user)
- if(stat & (NOPOWER|BROKEN))
+ if(stat & (BROKEN))
return
interact(user)
/obj/machinery/shield_gen/interact(mob/user)
- if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
+ if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN)) )
if (!istype(user, /mob/living/silicon))
user.unset_machine()
user << browse(null, "window=shield_generator")
@@ -104,29 +103,29 @@
else
t += "[owned_capacitor ? "Charge capacitor connected." : "Unable to locate charge capacitor!"]
"
t += "This generator is: [active ? "Online" : "Offline" ] [active ? "\[Deactivate\]" : "\[Activate\]"]
"
- t += "[time_since_fail > 2 ? "Field is stable." : "Warning, field is unstable!"]
"
- t += "Coverage radius (restart required): \
+ t += "Field Status: [time_since_fail > 2 ? "Stable" : "Unstable"]
"
+ t += "Coverage Radius (restart required): \
--- \
-- \
- \
- [field_radius * 2]m \
+ [field_radius] m \
+ \
++ \
+++
"
- t += "Overall field strength: [average_field_strength] Renwicks ([target_field_strength ? 100 * average_field_strength / target_field_strength : "NA"]%)
"
- t += "Upkeep energy: [field.len * average_field_strength / energy_conversion_rate] Watts/sec
"
- t += "Charge rate: -- \
- [strengthen_rate] Renwicks/sec \
+ 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"]%)
"
+ t += "Upkeep Power: [round(field.len * max(average_field_strength * dissipation_rate, min_dissipation) / energy_conversion_rate)] W
"
+ t += "Charge Rate: -- \
+ [strengthen_rate] Renwick/s \
++
"
- t += "Additional energy required to charge: [field.len * strengthen_rate / energy_conversion_rate] Watts/sec
"
- t += "Maximum field strength: \
- \[min\] \
- -- \
+ t += "Shield Generation Power: [round(field.len * min(strengthen_rate, target_field_strength - average_field_strength) / energy_conversion_rate)] W
"
+ t += "Maximum Field Strength: \
+ \[min\] \
+ -- \
- \
- [target_field_strength] Renwicks \
+ [target_field_strength] Renwick \
+ \
- ++ \
- \[max\]
"
+ ++ \
+ \[max\]
"
t += "