//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 = "shield generator"
desc = "Machine that generates an impenetrable field of energy when activated."
icon = 'code/WorkInProgress/Cael_Aislinn/ShieldGen/shielding.dmi'
icon_state = "generator0"
var/active = 0
var/field_radius = 3
var/list/field
density = 1
anchored = 1
var/locked = 0
var/average_field_strength = 0
var/strengthen_rate = 0.2
var/max_strengthen_rate = 0.2
var/powered = 0
var/check_powered = 1
var/obj/machinery/shield_capacitor/owned_capacitor
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
/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].")
spawn(0)
for(var/obj/machinery/shield_gen/gen in range(1, src))
if(get_dir(src, gen) == src.dir)
if(!src.anchored && gen.owned_capacitor == src)
gen.owned_capacitor = null
break
else if(src.anchored && !gen.owned_capacitor)
gen.owned_capacitor = src
break
gen.updateDialog()
updateDialog()
else
..()
/obj/machinery/shield_gen/attack_paw(user as mob)
return src.attack_hand(user)
/obj/machinery/shield_gen/attack_ai(user as mob)
return src.attack_hand(user)
/obj/machinery/shield_gen/attack_hand(mob/user)
if(stat & (NOPOWER|BROKEN))
return
interact(user)
/obj/machinery/shield_gen/interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.unset_machine()
user << browse(null, "window=shield_generator")
return
var/t = "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 += "[time_since_fail > 2 ? "Field is stable." : "Warning, field is unstable!"]
"
t += "Coverage radius (restart required): \
-- \
- \
[field_radius * 2]m \
+ \
++
"
t += "Overall field strength: [average_field_strength] Renwicks ([max_field_strength ? 100 * average_field_strength / max_field_strength : "NA"]%)
"
t += "Charge rate: -- \
- \
[strengthen_rate] Renwicks/sec \
+ \
++
"
t += "Upkeep energy: [field.len * average_field_strength / energy_conversion_rate] Watts/sec
"
t += "Additional energy required to charge: [field.len * strengthen_rate / energy_conversion_rate] Watts/sec
"
t += "Maximum field strength: \
\[min\] \
-- \
- \
[max_field_strength] Renwicks \
+ \
++ \
\[max\]
"
t += "