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https://github.com/CHOMPStation2/CHOMPStation2.git
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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
207 lines
6.1 KiB
Plaintext
207 lines
6.1 KiB
Plaintext
//like orange but only checks north/south/east/west for one step
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proc/cardinalrange(var/center)
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var/list/things = list()
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for(var/direction in cardinal)
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var/turf/T = get_step(center, direction)
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if(!T) continue
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things += T.contents
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return things
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/obj/machinery/am_shielding
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name = "antimatter reactor section"
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desc = "This device was built using a phoron life-form that seems to increase phoron's natural ability to react with neutrinos while reducing the combustibility."
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icon = 'icons/obj/machines/antimatter.dmi'
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icon_state = "shield"
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anchored = 1
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density = 1
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dir = 1
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use_power = 0//Living things generally dont use power
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idle_power_usage = 0
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active_power_usage = 0
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var/obj/machinery/power/am_control_unit/control_unit = null
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var/processing = 0//To track if we are in the update list or not, we need to be when we are damaged and if we ever
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var/stability = 100//If this gets low bad things tend to happen
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var/efficiency = 1//How many cores this core counts for when doing power processing, phoron in the air and stability could affect this
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/obj/machinery/am_shielding/New(loc)
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..(loc)
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spawn(10)
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controllerscan()
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return
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/obj/machinery/am_shielding/proc/controllerscan(var/priorscan = 0)
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//Make sure we are the only one here
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if(!istype(src.loc, /turf))
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qdel(src)
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return
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for(var/obj/machinery/am_shielding/AMS in loc.contents)
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if(AMS == src) continue
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spawn(0)
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qdel(src)
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return
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//Search for shielding first
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for(var/obj/machinery/am_shielding/AMS in cardinalrange(src))
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if(AMS && AMS.control_unit && link_control(AMS.control_unit))
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break
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if(!control_unit)//No other guys nearby look for a control unit
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for(var/direction in cardinal)
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for(var/obj/machinery/power/am_control_unit/AMC in cardinalrange(src))
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if(AMC.add_shielding(src))
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break
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if(!control_unit)
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if(!priorscan)
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spawn(20)
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controllerscan(1)//Last chance
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return
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spawn(0)
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qdel(src)
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return
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/obj/machinery/am_shielding/Destroy()
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if(control_unit) control_unit.remove_shielding(src)
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if(processing) shutdown_core()
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visible_message("\red The [src.name] melts!")
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//Might want to have it leave a mess on the floor but no sprites for now
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..()
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return
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/obj/machinery/am_shielding/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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return 0
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/obj/machinery/am_shielding/process()
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if(!processing) . = PROCESS_KILL
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//TODO: core functions and stability
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//TODO: think about checking the airmix for phoron and increasing power output
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return
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/obj/machinery/am_shielding/emp_act()//Immune due to not really much in the way of electronics.
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return 0
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/obj/machinery/am_shielding/ex_act(severity)
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switch(severity)
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if(1.0)
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stability -= 80
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if(2.0)
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stability -= 40
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if(3.0)
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stability -= 20
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check_stability()
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return
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/obj/machinery/am_shielding/bullet_act(var/obj/item/projectile/Proj)
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if(Proj.check_armour != "bullet")
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stability -= Proj.force/2
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return 0
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/obj/machinery/am_shielding/update_icon()
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overlays.Cut()
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for(var/direction in alldirs)
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var/machine = locate(/obj/machinery, get_step(loc, direction))
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if((istype(machine, /obj/machinery/am_shielding) && machine:control_unit == control_unit)||(istype(machine, /obj/machinery/power/am_control_unit) && machine == control_unit))
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overlays += "shield_[direction]"
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if(core_check())
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overlays += "core"
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if(!processing) setup_core()
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else if(processing) shutdown_core()
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/obj/machinery/am_shielding/attackby(obj/item/W, mob/user)
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if(!istype(W) || !user) return
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if(W.force > 10)
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stability -= W.force/2
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check_stability()
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..()
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return
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//Call this to link a detected shilding unit to the controller
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/obj/machinery/am_shielding/proc/link_control(var/obj/machinery/power/am_control_unit/AMC)
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if(!istype(AMC)) return 0
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if(control_unit && control_unit != AMC) return 0//Already have one
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control_unit = AMC
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control_unit.add_shielding(src,1)
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return 1
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//Scans cards for shields or the control unit and if all there it
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/obj/machinery/am_shielding/proc/core_check()
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for(var/direction in alldirs)
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var/machine = locate(/obj/machinery, get_step(loc, direction))
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if(!machine) return 0//Need all for a core
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if(!istype(machine, /obj/machinery/am_shielding) && !istype(machine, /obj/machinery/power/am_control_unit)) return 0
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return 1
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/obj/machinery/am_shielding/proc/setup_core()
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processing = 1
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machines.Add(src)
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if(!control_unit) return
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control_unit.linked_cores.Add(src)
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control_unit.reported_core_efficiency += efficiency
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return
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/obj/machinery/am_shielding/proc/shutdown_core()
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processing = 0
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if(!control_unit) return
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control_unit.linked_cores.Remove(src)
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control_unit.reported_core_efficiency -= efficiency
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return
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/obj/machinery/am_shielding/proc/check_stability(var/injecting_fuel = 0)
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if(stability > 0) return
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if(injecting_fuel && control_unit)
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control_unit.exploding = 1
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if(src)
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qdel(src)
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return
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/obj/machinery/am_shielding/proc/recalc_efficiency(var/new_efficiency)//tbh still not 100% sure how I want to deal with efficiency so this is likely temp
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if(!control_unit || !processing) return
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if(stability < 50)
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new_efficiency /= 2
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control_unit.reported_core_efficiency += (new_efficiency - efficiency)
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efficiency = new_efficiency
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return
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/obj/item/device/am_shielding_container
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name = "packaged antimatter reactor section"
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desc = "A small storage unit containing an antimatter reactor section. To use place near an antimatter control unit or deployed antimatter reactor section and use a multitool to activate this package."
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icon = 'icons/obj/machines/antimatter.dmi'
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icon_state = "box"
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item_state = "electronic"
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w_class = ITEMSIZE_LARGE
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flags = CONDUCT
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throwforce = 5
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throw_speed = 1
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throw_range = 2
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matter = list(DEFAULT_WALL_MATERIAL = 100, "waste" = 2000)
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/obj/item/device/am_shielding_container/attackby(var/obj/item/I, var/mob/user)
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if(istype(I, /obj/item/device/multitool) && istype(src.loc,/turf))
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new/obj/machinery/am_shielding(src.loc)
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qdel(src)
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return
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..()
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return |