mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
327 lines
12 KiB
Plaintext
327 lines
12 KiB
Plaintext
/obj/machinery/shield_gen
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name = "bubble shield generator"
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desc = "A machine that generates a field of energy optimized for blocking meteorites when activated."
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icon = 'icons/obj/machines/shielding.dmi'
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icon_state = "generator0"
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var/active = 0
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var/field_radius = 3
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var/max_field_radius = 150
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var/list/field = list()
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density = 1
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var/locked = 0
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var/average_field_strength = 0
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var/strengthen_rate = 0.2
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var/max_strengthen_rate = 0.5 //the maximum rate that the generator can increase the average field strength
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var/dissipation_rate = 0.030 //the percentage of the shield strength that needs to be replaced each second
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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)
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var/powered = 0
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var/check_powered = 1
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var/list/capacitors = list()
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var/target_field_strength = 10
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var/max_field_strength = 10
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var/time_since_fail = 100
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var/energy_conversion_rate = 0.0006 //how many renwicks per watt? Higher numbers equals more effiency.
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var/z_range = 0 // How far 'up and or down' to extend the shield to, in z-levels. Only works on MultiZ supported z-levels.
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use_power = USE_POWER_OFF //doesn't use APC power
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var/id //for button usage
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/obj/machinery/shield_gen/advanced
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name = "advanced bubble shield generator"
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desc = "A machine that generates a field of energy optimized for blocking meteorites when activated. This version comes with a more efficent shield matrix."
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energy_conversion_rate = 0.0012
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/obj/machinery/shield_gen/Initialize()
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if(anchored)
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for(var/obj/machinery/shield_capacitor/cap in range(1, src))
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if(!cap.anchored)
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continue
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if(cap.owned_gen)
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continue
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if(get_dir(cap, src) == cap.dir)
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capacitors |= cap
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cap.owned_gen = src
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return ..()
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/obj/machinery/shield_gen/Destroy()
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QDEL_LIST_NULL(field)
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return ..()
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/obj/machinery/shield_gen/emag_act(var/remaining_charges, var/mob/user)
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if(prob(75))
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src.locked = !src.locked
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to_chat(user, "Controls are now [src.locked ? "locked." : "unlocked."]")
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. = 1
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updateDialog()
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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/obj/machinery/shield_gen/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/card/id))
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var/obj/item/weapon/card/id/C = W
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if(access_captain in C.access || access_security in C.access || access_engine in C.access)
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src.locked = !src.locked
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to_chat(user, "Controls are now [src.locked ? "locked." : "unlocked."]")
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updateDialog()
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else
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to_chat(user, "<font color='red'>Access denied.</font>")
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else if(W.is_wrench())
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src.anchored = !src.anchored
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playsound(src, W.usesound, 75, 1)
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src.visible_message("<font color='blue'>[bicon(src)] [src] has been [anchored?"bolted to the floor":"unbolted from the floor"] by [user].</font>")
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if(active)
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toggle()
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if(anchored)
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spawn(0)
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for(var/obj/machinery/shield_capacitor/cap in range(1, src))
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if(cap.owned_gen)
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continue
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if(get_dir(cap, src) == cap.dir && src.anchored)
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// owned_capacitor = cap
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capacitors |= cap
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cap.owned_gen = src
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updateDialog()
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// break
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else
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for(var/obj/machinery/shield_capacitor/capacitor in capacitors)
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capacitor.owned_gen = null
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else
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..()
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/obj/machinery/shield_gen/attack_ai(user as mob)
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return src.attack_hand(user)
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/obj/machinery/shield_gen/attack_hand(mob/user)
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if(stat & (BROKEN))
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return
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interact(user)
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/obj/machinery/shield_gen/interact(mob/user)
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if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN)) )
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if (!istype(user, /mob/living/silicon))
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user.unset_machine()
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user << browse(null, "window=shield_generator")
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return
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var/t = "<B>Shield Generator Control Console</B><BR><br>"
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if(locked)
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t += "<i>Swipe your ID card to begin.</i>"
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else
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t += "[capacitors.len ? "<font color=green>Charge capacitor(s) connected.</font>" : "<font color=red>Unable to locate charge capacitor!</font>"]<br>"
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var/i = 0
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for(var/obj/machinery/shield_capacitor/capacitor in capacitors)
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i++
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t += "Capacitor #[i]: [capacitor.active ? "<font color=green>Online.</font>" : "<font color=red>Offline.</font>"] \
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Charge: [round(capacitor.stored_charge/1000, 0.1)] kJ ([100 * round(capacitor.stored_charge/capacitor.max_charge, 0.01)]%) \
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Status: [capacitor.time_since_fail > 2 ? "<font color=green>OK.</font>" : "<font color=red>Discharging!</font>"]<br>"
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t += "This generator is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
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t += "Field Status: [time_since_fail > 2 ? "<font color=green>Stable</font>" : "<font color=red>Unstable</font>"]<br>"
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t += "Coverage Radius (restart required): \
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<a href='?src=\ref[src];change_radius=-50'>---</a> \
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<a href='?src=\ref[src];change_radius=-5'>--</a> \
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<a href='?src=\ref[src];change_radius=-1'>-</a> \
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[field_radius] m \
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<a href='?src=\ref[src];change_radius=1'>+</a> \
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<a href='?src=\ref[src];change_radius=5'>++</a> \
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<a href='?src=\ref[src];change_radius=50'>+++</a><br>"
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if(HasAbove(src.z) || HasBelow(src.z)) // Won't show up on maps lacking MultiZ support.
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t += "Vertical Shielding (restart required): \
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<a href='?src=\ref[src];z_range=-1'>-</a> \
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[z_range] Vertical Range \
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<a href='?src=\ref[src];z_range=1'>+</a><br>"
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t += "Overall Field Strength: [round(average_field_strength, 0.01)] Renwick ([target_field_strength ? round(100 * average_field_strength / target_field_strength, 0.1) : "NA"]%)<br>"
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t += "Upkeep Power: [format_SI(round(field.len * max(average_field_strength * dissipation_rate, min_dissipation) / energy_conversion_rate), "W")]<br>"
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t += "Charge Rate: <a href='?src=\ref[src];strengthen_rate=-0.1'>--</a> \
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[strengthen_rate] Renwick/s \
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<a href='?src=\ref[src];strengthen_rate=0.1'>++</a><br>"
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t += "Shield Generation Power: [format_SI(round(field.len * min(strengthen_rate, target_field_strength - average_field_strength) / energy_conversion_rate), "W")]<br>"
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t += "Maximum Field Strength: \
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<a href='?src=\ref[src];target_field_strength=-10'>\[min\]</a> \
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<a href='?src=\ref[src];target_field_strength=-5'>--</a> \
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<a href='?src=\ref[src];target_field_strength=-1'>-</a> \
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[target_field_strength] Renwick \
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<a href='?src=\ref[src];target_field_strength=1'>+</a> \
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<a href='?src=\ref[src];target_field_strength=5'>++</a> \
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<a href='?src=\ref[src];target_field_strength=10'>\[max\]</a><br>"
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t += "<hr>"
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t += "<A href='?src=\ref[src]'>Refresh</A> "
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t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
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user << browse(t, "window=shield_generator;size=500x400")
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user.set_machine(src)
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/obj/machinery/shield_gen/process()
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if (!anchored && active)
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toggle()
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average_field_strength = max(average_field_strength, 0)
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if(field.len)
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time_since_fail++
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var/total_renwick_increase = 0 //the amount of renwicks that the generator can add this tick, over the entire field
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var/renwick_upkeep_per_field = max(average_field_strength * dissipation_rate, min_dissipation)
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//figure out how much energy we need to draw from the capacitor
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if(active && capacitors.len)
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// Get a list of active capacitors to drain from.
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var/list/active_capacitors = list()
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for(var/obj/machinery/shield_capacitor/capacitor in capacitors) // Some capacitors might be off. Exclude them.
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if(capacitor.active && capacitor.stored_charge > 0)
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active_capacitors |= capacitor
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var/target_renwick_increase = min(target_field_strength - average_field_strength, strengthen_rate) + renwick_upkeep_per_field //per field tile
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var/required_energy = field.len * target_renwick_increase / energy_conversion_rate
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// Gets the charge for all capacitors
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var/sum_charge = 0
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for(var/obj/machinery/shield_capacitor/capacitor in active_capacitors)
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sum_charge += capacitor.stored_charge
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var/assumed_charge = min(sum_charge, required_energy)
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total_renwick_increase = assumed_charge * energy_conversion_rate
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for(var/obj/machinery/shield_capacitor/capacitor in active_capacitors)
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capacitor.stored_charge -= max(assumed_charge / active_capacitors.len, 0) // Drain from all active capacitors evenly.
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else
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renwick_upkeep_per_field = max(renwick_upkeep_per_field, 0.5)
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var/renwick_increase_per_field = total_renwick_increase/field.len //per field tile
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average_field_strength = 0 //recalculate the average field strength
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for(var/obj/effect/energy_field/E in field)
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E.max_strength = target_field_strength
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var/amount_to_strengthen = renwick_increase_per_field - renwick_upkeep_per_field
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if(E.ticks_recovering > 0 && amount_to_strengthen > 0)
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E.adjust_strength( min(amount_to_strengthen / 10, 0.1), 0 )
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E.ticks_recovering -= 1
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else
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E.adjust_strength(amount_to_strengthen, 0)
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average_field_strength += E.strength
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average_field_strength /= field.len
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if(average_field_strength < 1)
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time_since_fail = 0
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else
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average_field_strength = 0
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/obj/machinery/shield_gen/Topic(href, href_list[])
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..()
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if( href_list["close"] )
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usr << browse(null, "window=shield_generator")
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usr.unset_machine()
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return
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else if( href_list["toggle"] )
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if (!active && !anchored)
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to_chat(usr, "<font color='red'>The [src] needs to be firmly secured to the floor first.</font>")
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return
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toggle()
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else if( href_list["change_radius"] )
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field_radius = between(0, field_radius + text2num(href_list["change_radius"]), max_field_radius)
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else if( href_list["strengthen_rate"] )
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strengthen_rate = between(0, strengthen_rate + text2num(href_list["strengthen_rate"]), max_strengthen_rate)
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else if( href_list["target_field_strength"] )
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target_field_strength = between(1, target_field_strength + text2num(href_list["target_field_strength"]), max_field_strength)
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else if( href_list["z_range"] )
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z_range = between(0, z_range + text2num(href_list["z_range"]), 10) // Max is extending ten z-levels up and down. Probably too big of a number but it shouldn't matter.
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updateDialog()
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/obj/machinery/shield_gen/ex_act(var/severity)
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if(active)
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toggle()
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return ..()
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/obj/machinery/shield_gen/proc/toggle()
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set background = 1
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active = !active
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update_icon()
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if(active)
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var/list/covered_turfs = get_shielded_turfs()
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var/turf/T = get_turf(src)
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if(T in covered_turfs)
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covered_turfs.Remove(T)
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for(var/turf/O in covered_turfs)
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var/obj/effect/energy_field/E = new(O, src)
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field.Add(E)
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covered_turfs = null
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for(var/mob/M in view(5,src))
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to_chat(M, "[bicon(src)] You hear heavy droning start up.")
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for(var/obj/effect/energy_field/E in field) // Update the icons here to ensure all the shields have been made already.
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E.update_icon()
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else
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for(var/obj/effect/energy_field/D in field)
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field.Remove(D)
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//D.loc = null
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qdel(D)
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for(var/mob/M in view(5,src))
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to_chat(M, "[bicon(src)] You hear heavy droning fade out.")
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/obj/machinery/shield_gen/update_icon()
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if(stat & BROKEN)
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icon_state = "broke"
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set_light(0)
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else
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if (src.active)
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icon_state = "generator1"
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set_light(4, 2, "#00CCFF")
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else
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icon_state = "generator0"
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set_light(0)
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//grab the border tiles in a circle around this machine
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/obj/machinery/shield_gen/proc/get_shielded_turfs()
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var/list/out = list()
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var/turf/T = get_turf(src)
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if (!T)
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return
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out += get_shielded_turfs_on_z_level(T)
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if(z_range)
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var/i = z_range
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while(HasAbove(T.z) && i)
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T = GetAbove(T)
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i--
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if(istype(T))
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out += get_shielded_turfs_on_z_level(T)
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T = get_turf(src)
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i = z_range
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while(HasBelow(T.z) && i)
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T = GetBelow(T)
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i--
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if(istype(T))
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out += get_shielded_turfs_on_z_level(T)
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return out
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/obj/machinery/shield_gen/proc/get_shielded_turfs_on_z_level(var/turf/gen_turf)
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var/list/out = list()
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if (!gen_turf)
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return
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var/turf/T
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for (var/x_offset = -field_radius; x_offset <= field_radius; x_offset++)
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T = locate(gen_turf.x + x_offset, gen_turf.y - field_radius, gen_turf.z)
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if (T) out += T
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T = locate(gen_turf.x + x_offset, gen_turf.y + field_radius, gen_turf.z)
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if (T) out += T
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for (var/y_offset = -field_radius+1; y_offset < field_radius; y_offset++)
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T = locate(gen_turf.x - field_radius, gen_turf.y + y_offset, gen_turf.z)
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if (T) out += T
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T = locate(gen_turf.x + field_radius, gen_turf.y + y_offset, gen_turf.z)
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if (T) out += T
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return out
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