mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
325 lines
8.3 KiB
Plaintext
325 lines
8.3 KiB
Plaintext
////FIELD GEN START //shameless copypasta from fieldgen, powersink, and grille
|
|
/obj/machinery/shieldwallgen
|
|
name = "shield generator"
|
|
desc = "A shield generator."
|
|
icon = 'icons/obj/stationobjs.dmi'
|
|
icon_state = "Shield_Gen"
|
|
anchored = 0
|
|
density = 1
|
|
req_access = list(access_engine_equip)
|
|
var/active = 0
|
|
var/power = 0
|
|
var/state = 0
|
|
var/steps = 0
|
|
var/last_check = 0
|
|
var/check_delay = 10
|
|
var/recalc = 0
|
|
var/locked = 1
|
|
var/destroyed = 0
|
|
var/directwired = 1
|
|
// var/maxshieldload = 200
|
|
var/obj/structure/cable/attached // the attached cable
|
|
var/storedpower = 0
|
|
//There have to be at least two posts, so these are effectively doubled
|
|
var/power_draw = 30000 //30 kW. How much power is drawn from powernet. Increase this to allow the generator to sustain longer shields, at the cost of more power draw.
|
|
var/max_stored_power = 50000 //50 kW
|
|
use_power = USE_POWER_OFF //Draws directly from power net. Does not use APC power.
|
|
|
|
/obj/machinery/shieldwallgen/attack_hand(mob/user as mob)
|
|
if(state != 1)
|
|
to_chat(user, "<font color='red'>The shield generator needs to be firmly secured to the floor first.</font>")
|
|
return 1
|
|
if(src.locked && !istype(user, /mob/living/silicon))
|
|
to_chat(user, "<font color='red'>The controls are locked!</font>")
|
|
return 1
|
|
if(power != 1)
|
|
to_chat(user, "<font color='red'>The shield generator needs to be powered by wire underneath.</font>")
|
|
return 1
|
|
|
|
if(src.active >= 1)
|
|
src.active = 0
|
|
icon_state = "Shield_Gen"
|
|
|
|
user.visible_message("[user] turned the shield generator off.", \
|
|
"You turn off the shield generator.", \
|
|
"You hear heavy droning fade out.")
|
|
for(var/dir in list(1,2,4,8)) src.cleanup(dir)
|
|
else
|
|
src.active = 1
|
|
icon_state = "Shield_Gen +a"
|
|
user.visible_message("[user] turned the shield generator on.", \
|
|
"You turn on the shield generator.", \
|
|
"You hear heavy droning.")
|
|
src.add_fingerprint(user)
|
|
|
|
/obj/machinery/shieldwallgen/proc/power()
|
|
if(!anchored)
|
|
power = 0
|
|
return 0
|
|
var/turf/T = src.loc
|
|
|
|
var/obj/structure/cable/C = T.get_cable_node()
|
|
var/datum/powernet/PN
|
|
if(C) PN = C.powernet // find the powernet of the connected cable
|
|
|
|
if(!PN)
|
|
power = 0
|
|
return 0
|
|
|
|
var/shieldload = between(500, max_stored_power - storedpower, power_draw) //what we try to draw
|
|
shieldload = PN.draw_power(shieldload) //what we actually get
|
|
storedpower += shieldload
|
|
|
|
//If we're still in the red, then there must not be enough available power to cover our load.
|
|
if(storedpower <= 0)
|
|
power = 0
|
|
return 0
|
|
|
|
power = 1 // IVE GOT THE POWER!
|
|
return 1
|
|
|
|
/obj/machinery/shieldwallgen/process()
|
|
power()
|
|
if(power)
|
|
storedpower -= 2500 //the generator post itself uses some power
|
|
|
|
if(storedpower >= max_stored_power)
|
|
storedpower = max_stored_power
|
|
if(storedpower <= 0)
|
|
storedpower = 0
|
|
// if(shieldload >= maxshieldload) //there was a loop caused by specifics of process(), so this was needed.
|
|
// shieldload = maxshieldload
|
|
|
|
if(src.active == 1)
|
|
if(!src.state == 1)
|
|
src.active = 0
|
|
return
|
|
spawn(1)
|
|
setup_field(1)
|
|
spawn(2)
|
|
setup_field(2)
|
|
spawn(3)
|
|
setup_field(4)
|
|
spawn(4)
|
|
setup_field(8)
|
|
src.active = 2
|
|
if(src.active >= 1)
|
|
if(src.power == 0)
|
|
src.visible_message("<font color='red'>The [src.name] shuts down due to lack of power!</font>", \
|
|
"You hear heavy droning fade out")
|
|
icon_state = "Shield_Gen"
|
|
src.active = 0
|
|
for(var/dir in list(1,2,4,8)) src.cleanup(dir)
|
|
|
|
/obj/machinery/shieldwallgen/proc/setup_field(var/NSEW = 0)
|
|
var/turf/T = src.loc
|
|
var/turf/T2 = src.loc
|
|
var/obj/machinery/shieldwallgen/G
|
|
var/steps = 0
|
|
var/oNSEW = 0
|
|
|
|
if(!NSEW)//Make sure its ran right
|
|
return
|
|
|
|
if(NSEW == 1)
|
|
oNSEW = 2
|
|
else if(NSEW == 2)
|
|
oNSEW = 1
|
|
else if(NSEW == 4)
|
|
oNSEW = 8
|
|
else if(NSEW == 8)
|
|
oNSEW = 4
|
|
|
|
for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator
|
|
T = get_step(T2, NSEW)
|
|
T2 = T
|
|
steps += 1
|
|
if(locate(/obj/machinery/shieldwallgen) in T)
|
|
G = (locate(/obj/machinery/shieldwallgen) in T)
|
|
steps -= 1
|
|
if(!G.active)
|
|
return
|
|
G.cleanup(oNSEW)
|
|
break
|
|
|
|
if(isnull(G))
|
|
return
|
|
|
|
T2 = src.loc
|
|
|
|
for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
|
|
var/field_dir = get_dir(T2,get_step(T2, NSEW))
|
|
T = get_step(T2, NSEW)
|
|
T2 = T
|
|
var/obj/machinery/shieldwall/CF = new/obj/machinery/shieldwall/(src, G) //(ref to this gen, ref to connected gen)
|
|
CF.loc = T
|
|
CF.set_dir(field_dir)
|
|
|
|
|
|
/obj/machinery/shieldwallgen/attackby(obj/item/W, mob/user)
|
|
if(W.is_wrench())
|
|
if(active)
|
|
to_chat(user, "Turn off the field generator first.")
|
|
return
|
|
|
|
else if(state == 0)
|
|
state = 1
|
|
playsound(src, W.usesound, 75, 1)
|
|
to_chat(user, "You secure the external reinforcing bolts to the floor.")
|
|
src.anchored = 1
|
|
return
|
|
|
|
else if(state == 1)
|
|
state = 0
|
|
playsound(src, W.usesound, 75, 1)
|
|
to_chat(user, "You undo the external reinforcing bolts.")
|
|
src.anchored = 0
|
|
return
|
|
|
|
if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
|
|
if (src.allowed(user))
|
|
src.locked = !src.locked
|
|
to_chat(user, "Controls are now [src.locked ? "locked." : "unlocked."]")
|
|
else
|
|
to_chat(user, "<font color='red'>Access denied.</font>")
|
|
|
|
else
|
|
src.add_fingerprint(user)
|
|
visible_message("<font color='red'>The [src.name] has been hit with \the [W.name] by [user.name]!</font>")
|
|
|
|
/obj/machinery/shieldwallgen/proc/cleanup(var/NSEW)
|
|
var/obj/machinery/shieldwall/F
|
|
var/obj/machinery/shieldwallgen/G
|
|
var/turf/T = src.loc
|
|
var/turf/T2 = src.loc
|
|
|
|
for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for fields
|
|
T = get_step(T2, NSEW)
|
|
T2 = T
|
|
if(locate(/obj/machinery/shieldwall) in T)
|
|
F = (locate(/obj/machinery/shieldwall) in T)
|
|
qdel(F)
|
|
|
|
if(locate(/obj/machinery/shieldwallgen) in T)
|
|
G = (locate(/obj/machinery/shieldwallgen) in T)
|
|
if(!G.active)
|
|
break
|
|
|
|
/obj/machinery/shieldwallgen/Destroy()
|
|
src.cleanup(1)
|
|
src.cleanup(2)
|
|
src.cleanup(4)
|
|
src.cleanup(8)
|
|
..()
|
|
|
|
/obj/machinery/shieldwallgen/bullet_act(var/obj/item/projectile/Proj)
|
|
storedpower -= 400 * Proj.get_structure_damage()
|
|
..()
|
|
return
|
|
|
|
|
|
//////////////Containment Field START
|
|
/obj/machinery/shieldwall
|
|
name = "Shield"
|
|
desc = "An energy shield."
|
|
icon = 'icons/effects/effects.dmi'
|
|
icon_state = "shieldwall"
|
|
anchored = 1
|
|
density = 1
|
|
unacidable = 1
|
|
light_range = 3
|
|
var/needs_power = 0
|
|
var/active = 1
|
|
// var/power = 10
|
|
var/delay = 5
|
|
var/last_active
|
|
var/mob/U
|
|
var/obj/machinery/shieldwallgen/gen_primary
|
|
var/obj/machinery/shieldwallgen/gen_secondary
|
|
var/power_usage = 2500 //how much power it takes to sustain the shield
|
|
var/generate_power_usage = 7500 //how much power it takes to start up the shield
|
|
|
|
/obj/machinery/shieldwall/New(var/obj/machinery/shieldwallgen/A, var/obj/machinery/shieldwallgen/B)
|
|
..()
|
|
update_nearby_tiles()
|
|
src.gen_primary = A
|
|
src.gen_secondary = B
|
|
if(A && B && A.active && B.active)
|
|
needs_power = 1
|
|
if(prob(50))
|
|
A.storedpower -= generate_power_usage
|
|
else
|
|
B.storedpower -= generate_power_usage
|
|
else
|
|
qdel(src) //need at least two generator posts
|
|
|
|
/obj/machinery/shieldwall/Destroy()
|
|
update_nearby_tiles()
|
|
..()
|
|
|
|
/obj/machinery/shieldwall/attack_hand(mob/user as mob)
|
|
return
|
|
|
|
|
|
/obj/machinery/shieldwall/process()
|
|
if(needs_power)
|
|
if(isnull(gen_primary)||isnull(gen_secondary))
|
|
qdel(src)
|
|
return
|
|
|
|
if(!(gen_primary.active)||!(gen_secondary.active))
|
|
qdel(src)
|
|
return
|
|
|
|
if(prob(50))
|
|
gen_primary.storedpower -= power_usage
|
|
else
|
|
gen_secondary.storedpower -= power_usage
|
|
|
|
|
|
/obj/machinery/shieldwall/bullet_act(var/obj/item/projectile/Proj)
|
|
if(needs_power)
|
|
var/obj/machinery/shieldwallgen/G
|
|
if(prob(50))
|
|
G = gen_primary
|
|
else
|
|
G = gen_secondary
|
|
G.storedpower -= 400 * Proj.get_structure_damage()
|
|
..()
|
|
return
|
|
|
|
|
|
/obj/machinery/shieldwall/ex_act(severity)
|
|
if(needs_power)
|
|
var/obj/machinery/shieldwallgen/G
|
|
switch(severity)
|
|
if(1.0) //big boom
|
|
if(prob(50))
|
|
G = gen_primary
|
|
else
|
|
G = gen_secondary
|
|
G.storedpower -= 120000
|
|
|
|
if(2.0) //medium boom
|
|
if(prob(50))
|
|
G = gen_primary
|
|
else
|
|
G = gen_secondary
|
|
G.storedpower -= 30000
|
|
|
|
if(3.0) //lil boom
|
|
if(prob(50))
|
|
G = gen_primary
|
|
else
|
|
G = gen_secondary
|
|
G.storedpower -= 12000
|
|
return
|
|
|
|
|
|
/obj/machinery/shieldwall/CanPass(atom/movable/mover, turf/target)
|
|
if(istype(mover) && mover.checkpass(PASSGLASS))
|
|
return prob(20)
|
|
if(istype(mover, /obj/item/projectile))
|
|
return prob(10)
|
|
return !density
|