Files
CHOMPStation2/code/modules/shieldgen/shield_gen.dm
Neerti ceb0b93068 Tweaks Shield Generators
Adjusts numbers on shield generators, so that they can protect the station with roughly similar amounts of power they would need on the old map, before multiZ.
Cleans up a bit of initialization code for shield gens.
2018-02-08 05:37:56 -05:00

326 lines
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Plaintext

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