Files
CHOMPStation2/code/modules/shieldgen/emergency_shield.dm
PsiOmegaDelta a07d20d657 Ports /tg/'s meteor implementation.
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.
2015-06-05 14:58:35 +02:00

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/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/malfai
name = "emergency forcefield"
desc = "A weak forcefield which seems to be projected by the station's emergency atmosphere containment field"
health = max_health/2 // Half health, it's not suposed to resist much.
/obj/machinery/shield/malfai/process()
health -= 0.5 // Slowly lose integrity over time
check_failure()
/obj/machinery/shield/proc/check_failure()
if (src.health <= 0)
visible_message("<span class='notice'>\The [src] dissipates!</span>")
qdel(src)
return
/obj/machinery/shield/New()
src.set_dir(pick(1,2,3,4))
..()
update_nearby_tiles(need_rebuild=1)
/obj/machinery/shield/Destroy()
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 ..()
/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)
check_failure()
opacity = 1
spawn(20) if(src) opacity = 0
..()
/obj/machinery/shield/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
check_failure()
opacity = 1
spawn(20) if(src) opacity = 0
/obj/machinery/shield/ex_act(severity)
switch(severity)
if(1.0)
if (prob(75))
qdel(src)
if(2.0)
if (prob(50))
qdel(src)
if(3.0)
if (prob(25))
qdel(src)
return
/obj/machinery/shield/emp_act(severity)
switch(severity)
if(1)
qdel(src)
if(2)
if(prob(50))
qdel(src)
/obj/machinery/shield/blob_act()
qdel(src)
/obj/machinery/shield/hitby(AM as mob|obj)
//Let everyone know we've been hit!
visible_message("<span class='notice'><B>\[src] was hit by [AM].</B></span>")
//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)
check_failure()
//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/Destroy()
collapse_shields()
..()
/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()
collapse_shields()
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/proc/collapse_shields()
for(var/obj/machinery/shield/shield_tile in deployed_shields)
qdel(shield_tile)
/obj/machinery/shieldgen/power_change()
..()
if(!active) return
if (stat & NOPOWER)
collapse_shields()
else
create_shields()
update_icon()
/obj/machinery/shieldgen/process()
if (!active || (stat & NOPOWER))
return
if(malfunction)
if(deployed_shields.len && prob(5))
qdel(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)
spawn(0)
explosion(get_turf(src.loc), 0, 0, 1, 0, 0, 0)
qdel(src)
update_icon()
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/stack/cable_coil) && malfunction && is_open)
var/obj/item/stack/cable_coil/coil = W
user << "<span class='notice'>You begin to replace the wires.</span>"
//if(do_after(user, min(60, round( ((maxhealth/health)*10)+(malfunction*10) ))) //Take longer to repair heavier damage
if(do_after(user, 30))
if (coil.use(1))
health = max_health
malfunction = 0
user << "<span class='notice'>You repair the [src]!</span>"
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 && !(stat & NOPOWER))
src.icon_state = malfunction ? "shieldonbr":"shieldon"
else
src.icon_state = malfunction ? "shieldoffbr":"shieldoff"
return