Reorganizes shieldgen source code and icon files

This commit is contained in:
mwerezak
2014-08-10 11:58:25 -04:00
parent 444d03a335
commit 58e0b659d4
10 changed files with 744 additions and 744 deletions
@@ -1,78 +0,0 @@
////////////////////////////////////////
// External Shield Generator
/obj/item/weapon/circuitboard/shield_gen_ex
name = "Circuit board (Hull shield generator)"
board_type = "machine"
build_path = "/obj/machinery/shield_gen/external"
origin_tech = "bluespace=4;phorontech=3"
frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Transmitter, 5 Pieces of cable, 1 Subspace Crystal, 1 Subspace Amplifier and 1 Console Screen."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
"/obj/item/weapon/stock_parts/subspace/transmitter" = 1,
"/obj/item/weapon/stock_parts/subspace/crystal" = 1,
"/obj/item/weapon/stock_parts/subspace/amplifier" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/cable_coil" = 5)
datum/design/shield_gen_ex
name = "Circuit Design (Experimental hull shield generator)"
desc = "Allows for the construction of circuit boards used to build an experimental hull shield generator."
id = "shield_gen"
req_tech = list("bluespace" = 4, "phorontech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$phoron" = 10000, "$diamond" = 5000, "$gold" = 10000)
build_path = "/obj/machinery/shield_gen/external"
////////////////////////////////////////
// Shield Generator
/obj/item/weapon/circuitboard/shield_gen
name = "Circuit board (Bubble shield generator)"
board_type = "machine"
build_path = "/obj/machinery/shield_gen/external"
origin_tech = "bluespace=4;phorontech=3"
frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Transmitter, 5 Pieces of cable, 1 Subspace Crystal, 1 Subspace Amplifier and 1 Console Screen."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
"/obj/item/weapon/stock_parts/subspace/transmitter" = 1,
"/obj/item/weapon/stock_parts/subspace/crystal" = 1,
"/obj/item/weapon/stock_parts/subspace/amplifier" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/cable_coil" = 5)
datum/design/shield_gen
name = "Circuit Design (Bubble shield generator)"
desc = "Allows for the construction of circuit boards used to build an experimental shield generator."
id = "shield_gen"
req_tech = list("bluespace" = 4, "phorontech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$phoron" = 10000, "$diamond" = 5000, "$gold" = 10000)
build_path = "/obj/machinery/shield_gen/external"
////////////////////////////////////////
// Shield Capacitor
/obj/item/weapon/circuitboard/shield_cap
name = "Circuit board (Shield capacitor)"
board_type = "machine"
build_path = "/obj/machinery/shield_capacitor"
origin_tech = "magnets=3;powerstorage=4"
frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Filter, 5 Pieces of cable, 1 Subspace Treatment disk, 1 Subspace Analyzer and 1 Console Screen."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
"/obj/item/weapon/stock_parts/subspace/filter" = 1,
"/obj/item/weapon/stock_parts/subspace/treatment" = 1,
"/obj/item/weapon/stock_parts/subspace/analyzer" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/cable_coil" = 5)
datum/design/shield_cap
name = "Circuit Design (Shield capacitor)"
desc = "Allows for the construction of circuit boards used to build an experimental shielding capacitor."
id = "shield_cap"
req_tech = list("magnets" = 3, "powerstorage" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$phoron" = 10000, "$diamond" = 5000, "$silver" = 10000)
build_path = "/obj/machinery/shield_gen/external"
@@ -1,61 +0,0 @@
//---------- actual energy field
/obj/effect/energy_field
name = "energy field"
desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
icon = 'code/WorkInProgress/Cael_Aislinn/ShieldGen/shielding.dmi'
icon_state = "shieldsparkles"
anchored = 1
layer = 4.1 //just above mobs
density = 0
invisibility = 101
var/strength = 0
var/ticks_recovering = 10
/obj/effect/energy_field/ex_act(var/severity)
Stress(0.5 + severity)
/obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj)
Stress(Proj.damage / 10)
/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
if(M)
walk(M,0)
Stress(2)
/obj/effect/energy_field/proc/Stress(var/severity)
strength -= severity
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
ticks_recovering = min(ticks_recovering + 2, 10)
if(strength < 1)
invisibility = 101
density = 0
ticks_recovering = 10
strength = 0
else if(strength >= 1)
invisibility = 0
density = 1
/obj/effect/energy_field/proc/Strengthen(var/severity)
strength += severity
if (strength < 0)
strength = 0
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
if(strength >= 1)
invisibility = 0
density = 1
else if(strength < 1)
invisibility = 101
density = 0
/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
//Purpose: Determines if the object (or airflow) can pass this atom.
//Called by: Movement, airflow.
//Inputs: The moving atom (optional), target turf, "height" and air group
//Outputs: Boolean if can pass.
//return (!density || !height || air_group)
return !density
@@ -1,159 +0,0 @@
//---------- shield capacitor
//pulls energy out of a power net and charges an adjacent generator
/obj/machinery/shield_capacitor
name = "shield capacitor"
desc = "Machine that charges a shield generator."
icon = 'code/WorkInProgress/Cael_Aislinn/ShieldGen/shielding.dmi'
icon_state = "capacitor"
var/active = 0
density = 1
var/stored_charge = 0 //not to be confused with power cell charge, this is in Joules
var/last_stored_charge = 0
var/time_since_fail = 100
var/max_charge = 8e6 //8 MJ
var/max_charge_rate = 400000 //400 kW
var/locked = 0
use_power = 0 //doesn't use APC power
var/charge_rate = 100000 //100 kW
var/obj/machinery/shield_gen/owned_gen
/obj/machinery/shield_capacitor/New()
spawn(10)
for(var/obj/machinery/shield_gen/possible_gen in range(1, src))
if(get_dir(src, possible_gen) == src.dir)
possible_gen.owned_capacitor = src
break
..()
/obj/machinery/shield_capacitor/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 << "\red Access denied."
else if(istype(W, /obj/item/weapon/card/emag))
if(prob(75))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
updateDialog()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
else if(istype(W, /obj/item/weapon/wrench))
src.anchored = !src.anchored
src.visible_message("\blue \icon[src] [src] has been [anchored ? "bolted to the floor" : "unbolted from the floor"] by [user].")
if(anchored)
spawn(0)
for(var/obj/machinery/shield_gen/gen in range(1, src))
if(get_dir(src, gen) == src.dir && !gen.owned_capacitor)
owned_gen = gen
owned_gen.owned_capacitor = src
owned_gen.updateDialog()
else
if(owned_gen && owned_gen.owned_capacitor == src)
owned_gen.owned_capacitor = null
owned_gen = null
else
..()
/obj/machinery/shield_capacitor/attack_paw(user as mob)
return src.attack_hand(user)
/obj/machinery/shield_capacitor/attack_ai(user as mob)
return src.attack_hand(user)
/obj/machinery/shield_capacitor/attack_hand(mob/user)
if(stat & (BROKEN))
return
interact(user)
/obj/machinery/shield_capacitor/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_capacitor")
return
var/t = "<B>Shield Capacitor Control Console</B><br><br>"
if(locked)
t += "<i>Swipe your ID card to begin.</i>"
else
t += "This capacitor 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 += "Capacitor Status: [time_since_fail > 2 ? "<font color=green>OK.</font>" : "<font color=red>Discharging!</font>"]<br>"
t += "Charge: [stored_charge] J ([100 * stored_charge/max_charge]%)<br>"
t += "Charge Rate: \
<a href='?src=\ref[src];charge_rate=-100000'>\[----\]</a> \
<a href='?src=\ref[src];charge_rate=-10000'>\[---\]</a> \
<a href='?src=\ref[src];charge_rate=-1000'>\[--\]</a> \
<a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[charge_rate] W \
<a href='?src=\ref[src];charge_rate=100'>\[+\]</a> \
<a href='?src=\ref[src];charge_rate=1000'>\[++\]</a> \
<a href='?src=\ref[src];charge_rate=10000'>\[+++\]</a> \
<a href='?src=\ref[src];charge_rate=100000'>\[+++\]</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_capacitor;size=500x400")
user.set_machine(src)
/obj/machinery/shield_capacitor/process()
if (!anchored)
active = 0
//see if we can connect to a power net.
var/datum/powernet/PN
var/turf/T = src.loc
var/obj/structure/cable/C = T.get_cable_node()
if (C)
PN = C.powernet
if (PN)
var/power_draw = between(0, max_charge - stored_charge, charge_rate) //what we are trying to draw
power_draw = PN.draw_power(power_draw) //what we actually get
stored_charge += power_draw
time_since_fail++
if(stored_charge < last_stored_charge)
time_since_fail = 0 //losing charge faster than we can draw from PN
last_stored_charge = stored_charge
/obj/machinery/shield_capacitor/Topic(href, href_list[])
..()
if( href_list["close"] )
usr << browse(null, "window=shield_capacitor")
usr.unset_machine()
return
if( href_list["toggle"] )
if(!active && !anchored)
usr << "\red The [src] needs to be firmly secured to the floor first."
return
active = !active
if( href_list["charge_rate"] )
charge_rate = between(10000, charge_rate + text2num(href_list["charge_rate"]), max_charge_rate)
updateDialog()
/obj/machinery/shield_capacitor/power_change()
if(stat & BROKEN)
icon_state = "broke"
else
..()
/obj/machinery/shield_capacitor/verb/rotate()
set name = "Rotate capacitor clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored)
usr << "It is fastened to the floor!"
return
src.dir = turn(src.dir, 270)
return
@@ -1,259 +0,0 @@
//renwicks: fictional unit to describe shield strength
//a small meteor hit will deduct 1 renwick of strength from that shield tile
//light explosion range will do 1 renwick's damage
//medium explosion range will do 2 renwick's damage
//heavy explosion range will do 3 renwick's damage
//explosion damage is cumulative. if a tile is in range of light, medium and heavy damage, it will take a hit from all three
/obj/machinery/shield_gen
name = "bubble shield generator"
desc = "Machine that generates an impenetrable field of energy when activated."
icon = 'code/WorkInProgress/Cael_Aislinn/ShieldGen/shielding.dmi'
icon_state = "generator0"
var/active = 0
var/field_radius = 3
var/max_field_radius = 100
var/list/field
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 = 0.1 //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/obj/machinery/shield_capacitor/owned_capacitor
var/target_field_strength = 10
var/max_field_strength = 10
var/time_since_fail = 100
var/energy_conversion_rate = 0.0002 //how many renwicks per watt?
use_power = 0 //doesn't use APC power
/obj/machinery/shield_gen/New()
spawn(10)
for(var/obj/machinery/shield_capacitor/possible_cap in range(1, src))
if(get_dir(possible_cap, src) == possible_cap.dir)
owned_capacitor = possible_cap
break
field = new/list()
..()
/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 << "\red Access denied."
else if(istype(W, /obj/item/weapon/card/emag))
if(prob(75))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
updateDialog()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
else if(istype(W, /obj/item/weapon/wrench))
src.anchored = !src.anchored
src.visible_message("\blue \icon[src] [src] has been [anchored?"bolted to the floor":"unbolted from the floor"] by [user].")
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
owned_capacitor.owned_gen = src
updateDialog()
break
else
if(owned_capacitor && owned_capacitor.owned_gen == src)
owned_capacitor.owned_gen = null
owned_capacitor = null
else
..()
/obj/machinery/shield_gen/attack_paw(user as mob)
return src.attack_hand(user)
/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 += "[owned_capacitor ? "<font color=green>Charge capacitor connected.</font>" : "<font color=red>Unable to locate charge capacitor!</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>"
t += "Overall Field Strength: [round(average_field_strength, 0.01)] Renwick ([target_field_strength ? round(100 * average_field_strength / target_field_strength) : "NA"]%)<br>"
t += "Upkeep Power: [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: [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 && owned_capacitor && owned_capacitor.active)
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
var/assumed_charge = min(owned_capacitor.stored_charge, required_energy)
total_renwick_increase = assumed_charge * energy_conversion_rate
owned_capacitor.stored_charge -= assumed_charge
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)
var/amount_to_strengthen = renwick_increase_per_field - renwick_upkeep_per_field
if(E.ticks_recovering > 0 && amount_to_strengthen > 0)
E.Strengthen( min(amount_to_strengthen / 10, 0.1) )
E.ticks_recovering -= 1
else
E.Strengthen(amount_to_strengthen)
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 << "\red The [src] needs to be firmly secured to the floor first."
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)
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)
field.Add(E)
del covered_turfs
for(var/mob/M in view(5,src))
M << "\icon[src] You hear heavy droning start up."
else
for(var/obj/effect/energy_field/D in field)
field.Remove(D)
D.loc = null
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"
else
if (src.active)
icon_state = "generator1"
else
icon_state = "generator0"
//TODO MAKE THIS MULTIZ COMPATIBLE
//grab the border tiles in a circle around this machine
/obj/machinery/shield_gen/proc/get_shielded_turfs()
var/list/out = list()
var/turf/gen_turf = get_turf(src)
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
@@ -1,27 +0,0 @@
//---------- external shield generator
//generates an energy field that loops around any built up area in space (is useless inside) halts movement and airflow, is blocked by walls, windows, airlocks etc
/obj/machinery/shield_gen/external
name = "hull shield generator"
/obj/machinery/shield_gen/external/New()
..()
//NOT MULTIZ COMPATIBLE
//Search for space turfs within range that are adjacent to a simulated turf.
/obj/machinery/shield_gen/external/get_shielded_turfs()
var/list/out = list()
var/turf/gen_turf = get_turf(src)
if (!gen_turf)
return
var/turf/T
for (var/x_offset = -field_radius; x_offset <= field_radius; x_offset++)
for (var/y_offset = -field_radius; y_offset <= field_radius; y_offset++)
T = locate(gen_turf.x + x_offset, gen_turf.y + y_offset, gen_turf.z)
if (istype(T, /turf/space))
//check neighbors of T
if (locate(/turf/simulated/) in orange(1, T))
out += T
return out
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