//renwicks: fictional unit to describe shield strength //a small meteor hit will deduct 1 renwick of strength from that shield tile //light explosion range will do 1 renwick's damage //medium explosion range will do 2 renwick's damage //heavy explosion range will do 3 renwick's damage //explosion damage is cumulative. if a tile is in range of light, medium and heavy damage, it will take a hit from all three /obj/machinery/shield_gen name = "bubble shield generator" desc = "Machine that generates an impenetrable field of energy when activated." icon = 'icons/obj/machines/shielding.dmi' icon_state = "generator0" var/active = 0 var/field_radius = 3 var/max_field_radius = 100 var/list/field density = 1 var/locked = 0 var/average_field_strength = 0 var/strengthen_rate = 0.2 var/max_strengthen_rate = 0.5 //the maximum rate that the generator can increase the average field strength var/dissipation_rate = 0.030 //the percentage of the shield strength that needs to be replaced each second var/min_dissipation = 0.01 //will dissipate by at least this rate in renwicks per field tile (otherwise field would never dissipate completely as dissipation is a percentage) var/powered = 0 var/check_powered = 1 var/obj/machinery/shield_capacitor/owned_capacitor var/target_field_strength = 10 var/max_field_strength = 10 var/time_since_fail = 100 var/energy_conversion_rate = 0.0002 //how many renwicks per watt? use_power = 0 //doesn't use APC power /obj/machinery/shield_gen/New() spawn(10) for(var/obj/machinery/shield_capacitor/possible_cap in range(1, src)) if(get_dir(possible_cap, src) == possible_cap.dir) owned_capacitor = possible_cap break field = new/list() ..() /obj/machinery/shield_gen/attackby(obj/item/W, mob/user) if(istype(W, /obj/item/weapon/card/id)) var/obj/item/weapon/card/id/C = W if(access_captain in C.access || access_security in C.access || access_engine in C.access) src.locked = !src.locked user << "Controls are now [src.locked ? "locked." : "unlocked."]" updateDialog() else user << "\red Access denied." else if(istype(W, /obj/item/weapon/card/emag)) if(prob(75)) src.locked = !src.locked user << "Controls are now [src.locked ? "locked." : "unlocked."]" updateDialog() var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(5, 1, src) s.start() else if(istype(W, /obj/item/weapon/wrench)) src.anchored = !src.anchored src.visible_message("\blue \icon[src] [src] has been [anchored?"bolted to the floor":"unbolted from the floor"] by [user].") if(active) toggle() if(anchored) spawn(0) for(var/obj/machinery/shield_capacitor/cap in range(1, src)) if(cap.owned_gen) continue if(get_dir(cap, src) == cap.dir && src.anchored) owned_capacitor = cap owned_capacitor.owned_gen = src updateDialog() break else if(owned_capacitor && owned_capacitor.owned_gen == src) owned_capacitor.owned_gen = null owned_capacitor = null else ..() /obj/machinery/shield_gen/attack_ai(user as mob) return src.attack_hand(user) /obj/machinery/shield_gen/attack_hand(mob/user) if(stat & (BROKEN)) return interact(user) /obj/machinery/shield_gen/interact(mob/user) if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN)) ) if (!istype(user, /mob/living/silicon)) user.unset_machine() user << browse(null, "window=shield_generator") return var/t = "Shield Generator Control Console

" if(locked) t += "Swipe your ID card to begin." else t += "[owned_capacitor ? "Charge capacitor connected." : "Unable to locate charge capacitor!"]
" t += "This generator is: [active ? "Online" : "Offline" ] [active ? "\[Deactivate\]" : "\[Activate\]"]
" t += "Field Status: [time_since_fail > 2 ? "Stable" : "Unstable"]
" t += "Coverage Radius (restart required): \ --- \ -- \ - \ [field_radius] m \ + \ ++ \ +++
" 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 += "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] Renwick \ + \ ++ \ \[max\]
" t += "
" t += "Refresh " t += "Close
" user << browse(t, "window=shield_generator;size=500x400") user.set_machine(src) /obj/machinery/shield_gen/process() if (!anchored && active) toggle() average_field_strength = max(average_field_strength, 0) if(field.len) time_since_fail++ var/total_renwick_increase = 0 //the amount of renwicks that the generator can add this tick, over the entire field var/renwick_upkeep_per_field = max(average_field_strength * dissipation_rate, min_dissipation) //figure out how much energy we need to draw from the capacitor if(active && owned_capacitor && owned_capacitor.active) var/target_renwick_increase = min(target_field_strength - average_field_strength, strengthen_rate) + renwick_upkeep_per_field //per field tile var/required_energy = field.len * target_renwick_increase / energy_conversion_rate var/assumed_charge = min(owned_capacitor.stored_charge, required_energy) total_renwick_increase = assumed_charge * energy_conversion_rate owned_capacitor.stored_charge -= assumed_charge else renwick_upkeep_per_field = max(renwick_upkeep_per_field, 0.5) var/renwick_increase_per_field = total_renwick_increase/field.len //per field tile average_field_strength = 0 //recalculate the average field strength for(var/obj/effect/energy_field/E in field) var/amount_to_strengthen = renwick_increase_per_field - renwick_upkeep_per_field if(E.ticks_recovering > 0 && amount_to_strengthen > 0) E.Strengthen( min(amount_to_strengthen / 10, 0.1) ) E.ticks_recovering -= 1 else E.Strengthen(amount_to_strengthen) average_field_strength += E.strength average_field_strength /= field.len if(average_field_strength < 1) time_since_fail = 0 else average_field_strength = 0 /obj/machinery/shield_gen/Topic(href, href_list[]) ..() if( href_list["close"] ) usr << browse(null, "window=shield_generator") usr.unset_machine() return else if( href_list["toggle"] ) if (!active && !anchored) usr << "\red The [src] needs to be firmly secured to the floor first." return toggle() else if( href_list["change_radius"] ) field_radius = between(0, field_radius + text2num(href_list["change_radius"]), max_field_radius) else if( href_list["strengthen_rate"] ) strengthen_rate = between(0, strengthen_rate + text2num(href_list["strengthen_rate"]), max_strengthen_rate) else if( href_list["target_field_strength"] ) target_field_strength = between(1, target_field_strength + text2num(href_list["target_field_strength"]), max_field_strength) updateDialog() /obj/machinery/shield_gen/ex_act(var/severity) if(active) toggle() return ..() /obj/machinery/shield_gen/proc/toggle() set background = 1 active = !active update_icon() if(active) var/list/covered_turfs = get_shielded_turfs() var/turf/T = get_turf(src) if(T in covered_turfs) covered_turfs.Remove(T) for(var/turf/O in covered_turfs) var/obj/effect/energy_field/E = new(O) field.Add(E) del covered_turfs for(var/mob/M in view(5,src)) M << "\icon[src] You hear heavy droning start up." else for(var/obj/effect/energy_field/D in field) field.Remove(D) D.loc = null for(var/mob/M in view(5,src)) M << "\icon[src] You hear heavy droning fade out." /obj/machinery/shield_gen/update_icon() if(stat & BROKEN) icon_state = "broke" else if (src.active) icon_state = "generator1" else icon_state = "generator0" //TODO MAKE THIS MULTIZ COMPATIBLE //grab the border tiles in a circle around this machine /obj/machinery/shield_gen/proc/get_shielded_turfs() var/list/out = list() var/turf/gen_turf = get_turf(src) if (!gen_turf) return var/turf/T for (var/x_offset = -field_radius; x_offset <= field_radius; x_offset++) T = locate(gen_turf.x + x_offset, gen_turf.y - field_radius, gen_turf.z) if (T) out += T T = locate(gen_turf.x + x_offset, gen_turf.y + field_radius, gen_turf.z) if (T) out += T for (var/y_offset = -field_radius+1; y_offset < field_radius; y_offset++) T = locate(gen_turf.x - field_radius, gen_turf.y + y_offset, gen_turf.z) if (T) out += T T = locate(gen_turf.x + field_radius, gen_turf.y + y_offset, gen_turf.z) if (T) out += T return out