mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Merges the two meteor events into one, and now takes severity into consideration instead. Including the basic meteors there are also new types ranging from flaming to radioactive which may drop appropriate types of ore.
331 lines
8.4 KiB
Plaintext
331 lines
8.4 KiB
Plaintext
/obj/machinery/shield
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name = "Emergency energy shield"
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desc = "An energy shield used to contain hull breaches."
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icon = 'icons/effects/effects.dmi'
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icon_state = "shield-old"
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density = 1
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opacity = 0
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anchored = 1
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unacidable = 1
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var/const/max_health = 200
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var/health = max_health //The shield can only take so much beating (prevents perma-prisons)
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var/shield_generate_power = 7500 //how much power we use when regenerating
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var/shield_idle_power = 1500 //how much power we use when just being sustained.
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/obj/machinery/shield/malfai
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name = "emergency forcefield"
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desc = "A weak forcefield which seems to be projected by the station's emergency atmosphere containment field"
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health = max_health/2 // Half health, it's not suposed to resist much.
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/obj/machinery/shield/malfai/process()
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health -= 0.5 // Slowly lose integrity over time
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check_failure()
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/obj/machinery/shield/proc/check_failure()
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if (src.health <= 0)
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visible_message("<span class='notice'>\The [src] dissipates!</span>")
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qdel(src)
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return
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/obj/machinery/shield/New()
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src.set_dir(pick(1,2,3,4))
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..()
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update_nearby_tiles(need_rebuild=1)
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/obj/machinery/shield/Destroy()
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opacity = 0
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density = 0
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update_nearby_tiles()
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..()
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/obj/machinery/shield/CanPass(atom/movable/mover, turf/target, height, air_group)
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if(!height || air_group) return 0
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else return ..()
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/obj/machinery/shield/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(!istype(W)) return
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//Calculate damage
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var/aforce = W.force
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if(W.damtype == BRUTE || W.damtype == BURN)
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src.health -= aforce
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//Play a fitting sound
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playsound(src.loc, 'sound/effects/EMPulse.ogg', 75, 1)
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check_failure()
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opacity = 1
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spawn(20) if(src) opacity = 0
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..()
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/obj/machinery/shield/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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check_failure()
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opacity = 1
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spawn(20) if(src) opacity = 0
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/obj/machinery/shield/ex_act(severity)
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switch(severity)
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if(1.0)
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if (prob(75))
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qdel(src)
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if(2.0)
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if (prob(50))
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qdel(src)
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if(3.0)
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if (prob(25))
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qdel(src)
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return
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/obj/machinery/shield/emp_act(severity)
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switch(severity)
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if(1)
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qdel(src)
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if(2)
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if(prob(50))
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qdel(src)
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/obj/machinery/shield/blob_act()
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qdel(src)
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/obj/machinery/shield/hitby(AM as mob|obj)
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//Let everyone know we've been hit!
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visible_message("<span class='notice'><B>\[src] was hit by [AM].</B></span>")
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//Super realistic, resource-intensive, real-time damage calculations.
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var/tforce = 0
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if(ismob(AM))
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tforce = 40
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else
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tforce = AM:throwforce
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src.health -= tforce
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//This seemed to be the best sound for hitting a force field.
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playsound(src.loc, 'sound/effects/EMPulse.ogg', 100, 1)
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check_failure()
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//The shield becomes dense to absorb the blow.. purely asthetic.
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opacity = 1
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spawn(20) if(src) opacity = 0
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..()
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return
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/obj/machinery/shieldgen
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name = "Emergency shield projector"
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desc = "Used to seal minor hull breaches."
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icon = 'icons/obj/objects.dmi'
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icon_state = "shieldoff"
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density = 1
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opacity = 0
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anchored = 0
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pressure_resistance = 2*ONE_ATMOSPHERE
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req_access = list(access_engine)
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var/const/max_health = 100
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var/health = max_health
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var/active = 0
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var/malfunction = 0 //Malfunction causes parts of the shield to slowly dissapate
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var/list/deployed_shields = list()
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var/list/regenerating = list()
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var/is_open = 0 //Whether or not the wires are exposed
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var/locked = 0
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var/check_delay = 60 //periodically recheck if we need to rebuild a shield
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use_power = 0
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idle_power_usage = 0
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/obj/machinery/shieldgen/Destroy()
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collapse_shields()
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..()
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/obj/machinery/shieldgen/proc/shields_up()
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if(active) return 0 //If it's already turned on, how did this get called?
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src.active = 1
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update_icon()
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create_shields()
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idle_power_usage = 0
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for(var/obj/machinery/shield/shield_tile in deployed_shields)
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idle_power_usage += shield_tile.shield_idle_power
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update_use_power(1)
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/obj/machinery/shieldgen/proc/shields_down()
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if(!active) return 0 //If it's already off, how did this get called?
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src.active = 0
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update_icon()
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collapse_shields()
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update_use_power(0)
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/obj/machinery/shieldgen/proc/create_shields()
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for(var/turf/target_tile in range(2, src))
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if (istype(target_tile,/turf/space) && !(locate(/obj/machinery/shield) in target_tile))
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if (malfunction && prob(33) || !malfunction)
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var/obj/machinery/shield/S = new/obj/machinery/shield(target_tile)
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deployed_shields += S
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use_power(S.shield_generate_power)
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/obj/machinery/shieldgen/proc/collapse_shields()
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for(var/obj/machinery/shield/shield_tile in deployed_shields)
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qdel(shield_tile)
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/obj/machinery/shieldgen/power_change()
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..()
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if(!active) return
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if (stat & NOPOWER)
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collapse_shields()
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else
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create_shields()
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update_icon()
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/obj/machinery/shieldgen/process()
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if (!active || (stat & NOPOWER))
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return
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if(malfunction)
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if(deployed_shields.len && prob(5))
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qdel(pick(deployed_shields))
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else
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if (check_delay <= 0)
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create_shields()
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var/new_power_usage = 0
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for(var/obj/machinery/shield/shield_tile in deployed_shields)
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new_power_usage += shield_tile.shield_idle_power
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if (new_power_usage != idle_power_usage)
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idle_power_usage = new_power_usage
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use_power(0)
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check_delay = 60
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else
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check_delay--
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/obj/machinery/shieldgen/proc/checkhp()
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if(health <= 30)
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src.malfunction = 1
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if(health <= 0)
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spawn(0)
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explosion(get_turf(src.loc), 0, 0, 1, 0, 0, 0)
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qdel(src)
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update_icon()
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return
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/obj/machinery/shieldgen/ex_act(severity)
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switch(severity)
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if(1.0)
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src.health -= 75
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src.checkhp()
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if(2.0)
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src.health -= 30
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if (prob(15))
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src.malfunction = 1
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src.checkhp()
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if(3.0)
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src.health -= 10
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src.checkhp()
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return
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/obj/machinery/shieldgen/emp_act(severity)
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switch(severity)
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if(1)
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src.health /= 2 //cut health in half
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malfunction = 1
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locked = pick(0,1)
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if(2)
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if(prob(50))
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src.health *= 0.3 //chop off a third of the health
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malfunction = 1
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checkhp()
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/obj/machinery/shieldgen/attack_hand(mob/user as mob)
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if(locked)
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user << "The machine is locked, you are unable to use it."
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return
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if(is_open)
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user << "The panel must be closed before operating this machine."
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return
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if (src.active)
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user.visible_message("\blue \icon[src] [user] deactivated the shield generator.", \
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"\blue \icon[src] You deactivate the shield generator.", \
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"You hear heavy droning fade out.")
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src.shields_down()
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else
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if(anchored)
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user.visible_message("\blue \icon[src] [user] activated the shield generator.", \
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"\blue \icon[src] You activate the shield generator.", \
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"You hear heavy droning.")
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src.shields_up()
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else
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user << "The device must first be secured to the floor."
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return
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/obj/machinery/shieldgen/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/card/emag))
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malfunction = 1
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update_icon()
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else if(istype(W, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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if(is_open)
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user << "\blue You close the panel."
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is_open = 0
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else
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user << "\blue You open the panel and expose the wiring."
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is_open = 1
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else if(istype(W, /obj/item/stack/cable_coil) && malfunction && is_open)
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var/obj/item/stack/cable_coil/coil = W
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user << "<span class='notice'>You begin to replace the wires.</span>"
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//if(do_after(user, min(60, round( ((maxhealth/health)*10)+(malfunction*10) ))) //Take longer to repair heavier damage
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if(do_after(user, 30))
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if (coil.use(1))
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health = max_health
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malfunction = 0
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user << "<span class='notice'>You repair the [src]!</span>"
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update_icon()
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else if(istype(W, /obj/item/weapon/wrench))
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if(locked)
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user << "The bolts are covered, unlocking this would retract the covers."
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return
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if(anchored)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "\blue You unsecure the [src] from the floor!"
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if(active)
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user << "\blue The [src] shuts off!"
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src.shields_down()
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anchored = 0
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else
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if(istype(get_turf(src), /turf/space)) return //No wrenching these in space!
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "\blue You secure the [src] to the floor!"
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anchored = 1
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else if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
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if(src.allowed(user))
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src.locked = !src.locked
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user << "The controls are now [src.locked ? "locked." : "unlocked."]"
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else
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user << "\red Access denied."
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else
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..()
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/obj/machinery/shieldgen/update_icon()
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if(active && !(stat & NOPOWER))
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src.icon_state = malfunction ? "shieldonbr":"shieldon"
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else
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src.icon_state = malfunction ? "shieldoffbr":"shieldoff"
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return
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