mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 03:25:49 +01:00
added energy shields, added shield generators, shield capacitors, made both buildable with high level research, commented explosion changes (too laggy).
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
@@ -0,0 +1,41 @@
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//---------- actual energy field
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/obj/effect/energy_field
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name = "energy field"
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desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
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icon = 'shielding.dmi'
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icon_state = "shieldsparkles"
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anchored = 1
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layer = 2.1
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density = 0
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invisibility = 2
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var/strength = 0
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var/obj/machinery/shield_gen/parent
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var/stress = 0
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/obj/effect/energy_field/ex_act(var/severity)
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Stress(2)
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//nothing
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/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
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if(M)
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walk(M,0)
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/obj/effect/energy_field/proc/Stress(var/severity)
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strength -= severity
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stress += severity
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//if we take too much damage, drop out - the generator will bring us back up if we have enough power
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if(strength < 1)
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invisibility = 2
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density = 0
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/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
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//Purpose: Determines if the object (or airflow) can pass this atom.
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//Called by: Movement, airflow.
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//Inputs: The moving atom (optional), target turf, "height" and air group
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//Outputs: Boolean if can pass.
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//return (!density || !height || air_group)
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return 0
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@@ -0,0 +1,64 @@
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//---------- external shield generator
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//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
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/obj/machinery/shield_gen/external/New()
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..()
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/obj/machinery/shield_gen/external/get_shielded_turfs()
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var
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list
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open = list(get_turf(src))
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closed = list()
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while(open.len)
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for(var/turf/T in open)
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for(var/turf/O in orange(1, T))
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if(get_dist(O,src) > field_radius)
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continue
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var/add_this_turf = 0
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if(istype(O,/turf/space))
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for(var/turf/simulated/G in orange(1, O))
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add_this_turf = 1
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break
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for(var/obj/structure/S in orange(1, O))
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add_this_turf = 1
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break
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for(var/obj/structure/S in O)
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add_this_turf = 0
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break
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if(add_this_turf && !(O in open) && !(O in closed))
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open += O
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open -= T
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closed += T
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return closed
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/obj/machinery/shield_gen/external/process()
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/*if(stat & (NOPOWER|BROKEN))
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return*/
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if(!active)
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return
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/*spawn(100)
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power()*/
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/*if(src.active >= 1)
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if(src.power == 0)
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src.visible_message("\red The [src.name] shuts down due to lack of power!", \
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"You hear heavy droning fade out")
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icon_state = "generator0"
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src.active = 0*/
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..()
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/obj/item/weapon/circuitboard/shield_gen/external
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name = "Circuit Board (External Shield Generator)"
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build_path = "/obj/machinery/shield_gen/external"
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board_type = "machine"
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origin_tech = "electromagnetic=3;engineering=2;power=1"
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frame_desc = "Requires, 2 Cable Coil, 2 Nano Manipulator, 1 Advanced Matter Bin, 1 Console Screen and 1 High-Power Micro-Laser. "
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req_components = list(
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"/obj/item/weapon/cable_coil" = 2,
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"/obj/item/weapon/stock_parts/manipulator/nano" = 2,
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"/obj/item/weapon/stock_parts/matter_bin/adv" = 1,
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"/obj/item/weapon/stock_parts/console_screen" = 1,
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"/obj/item/weapon/stock_parts/micro_laser/high" = 1)
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@@ -0,0 +1,156 @@
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//---------- shield capacitor
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//pulls energy out of a power net and charges an adjacent generator
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/obj/machinery/shield_capacitor
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name = "shield capacitor"
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desc = "Machine that charges a shield generator."
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icon = 'shielding.dmi'
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icon_state = "capacitor"
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var/active = 1
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density = 1
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anchored = 1
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var/obj/machinery/shield_gen/target_generator
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var/stored_charge = 0
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var/time_since_fail = 100
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var/max_charge = 1000000
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var/max_charge_rate = 100000
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var/min_charge_rate = 0
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var/locked = 0
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//
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use_power = 1 //0 use nothing
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//1 use idle power
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//2 use active power
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idle_power_usage = 10
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active_power_usage = 100
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var/charge_rate = 100
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/obj/machinery/shield_capacitor/New()
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..()
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target_generator = locate() in get_step(src,dir)
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if(target_generator && !target_generator.owned_capacitor)
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target_generator.owned_capacitor = src
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/*spawn(10)
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check_powered()*/
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/obj/machinery/shield_capacitor/power_change()
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if(stat & BROKEN)
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icon_state = "broke"
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else
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if( powered() )
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if (src.active)
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icon_state = "capacitor"
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else
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icon_state = "capacitor"
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stat &= ~NOPOWER
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else
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spawn(rand(0, 15))
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src.icon_state = "capacitor"
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stat |= NOPOWER
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/obj/machinery/shield_capacitor/process()
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//
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if(active)
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use_power = 2
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if(stored_charge + charge_rate > max_charge)
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active_power_usage = max_charge - stored_charge
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else
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active_power_usage = charge_rate
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stored_charge += active_power_usage
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else
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use_power = 1
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time_since_fail++
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if(stored_charge < active_power_usage * 1.5)
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time_since_fail = 0
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//
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updateDialog()
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/obj/machinery/shield_capacitor/attackby(obj/item/W, mob/user)
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/*if(istype(W, /obj/item/weapon/wrench))
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if(active)
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user << "Turn off the field generator first."
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return
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else if(state == 0)
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state = 1
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playsound(src.loc, 'Ratchet.ogg', 75, 1)
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user << "You secure the external reinforcing bolts to the floor."
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src.anchored = 1
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return
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else if(state == 1)
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state = 0
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playsound(src.loc, 'Ratchet.ogg', 75, 1)
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user << "You undo the external reinforcing bolts."
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src.anchored = 0
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return*/
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if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if (src.allowed(user))
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src.locked = !src.locked
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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else
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user << "\red Access denied."
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else
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src.add_fingerprint(user)
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user << "\red You hit the [src.name] with your [W.name]!"
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for(var/mob/M in viewers(src))
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if(M == user) continue
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M.show_message("\red The [src.name] has been hit with the [W.name] by [user.name]!")
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/obj/machinery/shield_capacitor/attack_hand(mob/user as mob)
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interact(user)
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src.add_fingerprint(user)
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/obj/machinery/shield_capacitor/Topic(href, href_list[])
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..()
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if( href_list["close"] )
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usr << browse(null, "window=shield_capacitor")
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usr.machine = null
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return
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if( href_list["toggle"] )
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active = !active
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if(active)
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use_power = 2
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else
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use_power = 1
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if( href_list["charge_rate"] )
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charge_rate += text2num(href_list["charge_rate"])
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if(charge_rate > max_charge_rate)
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charge_rate = max_charge_rate
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else if(charge_rate < min_charge_rate)
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charge_rate = min_charge_rate
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//
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updateDialog()
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/obj/machinery/shield_capacitor/proc/interact(mob/user)
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if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
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if (!istype(user, /mob/living/silicon))
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user.machine = null
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user << browse(null, "window=shield_capacitor")
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return
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var/t = "<B>Shield Capacitor Control Console</B><BR>"
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t += "[target_generator ? "<font color=green>Shield generator connected.</font>" : "<font color=red>Unable to locate shield generator!</font>"]<br>"
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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>"
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t += "[time_since_fail > 2 ? "<font color=green>Charging stable.</font>" : "<font color=red>Warning, low charge!</font>"]<br>"
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t += "Capacitor charge: [stored_charge] Watts ([100 * stored_charge/max_charge]%)<br>"
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t += "Capacitor charge rate (approx): <a href='?src=\ref[src];charge_rate=[-max_charge_rate]'>\[min\]</a> <a href='?src=\ref[src];charge_rate=-1000'>\[--\]</a> <a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[charge_rate] Watts/sec <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=[max_charge_rate]'>\[max\]</a><br>"
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t += "<hr>"
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t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
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user << browse(t, "window=shield_capacitor;size=500x800")
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user.machine = src
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/obj/item/weapon/circuitboard/shield_capacitor
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name = "Circuit Board (Shield Capacitor)"
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build_path = "/obj/machinery/shield_capacitor"
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board_type = "machine"
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origin_tech = "electromagnetic=3;engineering=2;power=1"
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frame_desc = "Requires, 2 Cable Coil, 2 Nano Manipulator, 1 Advanced Matter Bin, 1 Console Screen and 1 High-Power Micro-Laser. "
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req_components = list(
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"/obj/item/weapon/cable_coil" = 2,
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"/obj/item/weapon/stock_parts/manipulator/nano" = 2,
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"/obj/item/weapon/stock_parts/matter_bin/adv" = 1,
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"/obj/item/weapon/stock_parts/console_screen" = 1,
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"/obj/item/weapon/stock_parts/micro_laser/high" = 1)
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@@ -0,0 +1,280 @@
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//renwicks: fictional unit to describe shield strength
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//a small meteor hit will deduct 1 renwick of strength from that shield tile
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//light explosion range will do 1 renwick's damage
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//medium explosion range will do 2 renwick's damage
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//heavy explosion range will do 3 renwick's damage
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//explosion damage is cumulative. if a tile is in range of light, medium and heavy damage, it will take a hit from all three
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/obj/machinery/shield_gen
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name = "shield generator"
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desc = "Machine that generates an impenetrable field of energy when activated."
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icon = 'shielding.dmi'
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icon_state = "generator0"
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var/active = 0
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var/field_radius = 3
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var/list/field
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density = 1
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anchored = 1
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var/locked = 0
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var/average_field_strength = 0
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var/strengthen_rate = 0.2
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var/max_strengthen_rate = 0.2
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var/powered = 0
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var/check_powered = 1
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var/obj/machinery/shield_capacitor/owned_capacitor
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var/max_field_strength = 10
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var/time_since_fail = 100
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var/energy_conversion_rate = 0.01 //how many renwicks per watt?
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var/flicker_shield_glitch = 1 //shield is slightly faulty, and flickers
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//
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use_power = 1 //0 use nothing
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//1 use idle power
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//2 use active power
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idle_power_usage = 20
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active_power_usage = 100
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/obj/machinery/shield_gen/New()
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..()
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field = new/list()
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for(var/obj/machinery/shield_capacitor/possible_cap in range(1))
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if(get_dir(possible_cap, src) == possible_cap.dir)
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owned_capacitor = possible_cap
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break
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/*spawn(10)
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check_powered()*/
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//copied from a copypaste. DRY, right?
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/obj/machinery/shield_gen/proc/check_powered()
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/*
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check_powered = 1
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if(!anchored)
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powered = 0
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return 0
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var/turf/T = src.loc
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var/obj/structure/cable/C = T.get_cable_node()
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var/net
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if (C)
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net = C.netnum // find the powernet of the connected cable
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if(!net)
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powered = 0
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return 0
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var/datum/powernet/PN = powernets[net] // find the powernet. Magic code, voodoo code.
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if(!PN)
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powered = 0
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return 0
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var/surplus = max(PN.avail-PN.load, 0)
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var/shieldload = min(rand(50,200), surplus)
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if(shieldload==0 && !storedpower) // no cable or no power, and no power stored
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powered = 0
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return 0
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else
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powered = 1
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if(PN)
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storedpower += shieldload
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PN.newload += shieldload //uses powernet power.
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*/
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/obj/machinery/shield_gen/process()
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if(!owned_capacitor)
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for(var/obj/machinery/shield_capacitor/possible_cap in range(1))
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if(get_dir(possible_cap, src) == possible_cap.dir)
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owned_capacitor = possible_cap
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break
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if(active && field.len)
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var/stored_renwicks = 0
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var/target_field_strength = min(average_field_strength + strengthen_rate, max_field_strength)
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if(owned_capacitor)
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var/assumed_charge = min(owned_capacitor.stored_charge, (target_field_strength / energy_conversion_rate) * field.len)
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stored_renwicks = assumed_charge * energy_conversion_rate
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owned_capacitor.stored_charge -= assumed_charge
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time_since_fail++
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average_field_strength = 0
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target_field_strength = stored_renwicks / field.len
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if(!flicker_shield_glitch)
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for(var/obj/effect/energy_field/E in field)
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//check to see if the shield is strengthening or failing
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if(E.strength > target_field_strength)
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E.strength = target_field_strength
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else if(E.strength + strengthen_rate > target_field_strength)
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E.strength = target_field_strength
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else
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E.strength += strengthen_rate
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if(stored_renwicks - E.strength < 0)
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E.strength = stored_renwicks
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stored_renwicks -= E.strength
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average_field_strength += E.strength
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//check if the current shield tile has enough energy to maintain itself
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if(E.strength >= 1)
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E.density = 1
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E.invisibility = 0
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else
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E.density = 0
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E.invisibility = 2
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else
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//the flicker shield glitch is an intersting quirk in 'older' and/or faulty shielding models
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//basically, it strengthens the shields continuously until it can no longer sustain them... then it drops out for a few seconds and starts again
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//this makes the shield 'flicker' every now and then until it stabilises
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//when this glitch is fixed, shields will only be charged as much as is sustainable
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for(var/obj/effect/energy_field/E in field)
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//check to see if the shield is strengthening or failing
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if(E.strength < target_field_strength)
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E.strength += strengthen_rate
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retry:
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if(stored_renwicks - E.strength < 0)
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if(owned_capacitor.stored_charge > 0)
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var/emergency_renwicks = min(E.strength, owned_capacitor.stored_charge * energy_conversion_rate)
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owned_capacitor.stored_charge -= emergency_renwicks / energy_conversion_rate
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stored_renwicks += emergency_renwicks
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goto retry
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else
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E.strength = stored_renwicks
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stored_renwicks -= E.strength
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average_field_strength += E.strength
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//check if the current shield tile has enough energy to maintain itself
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if(E.strength >= 1)
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E.density = 1
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E.invisibility = 0
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else
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E.density = 0
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E.invisibility = 2
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//add any leftover charge back to the capacitor
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if(owned_capacitor && stored_renwicks >= 0)
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owned_capacitor.stored_charge += stored_renwicks / energy_conversion_rate
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average_field_strength /= field.len
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if(average_field_strength < 0)
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time_since_fail = 0
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else
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average_field_strength = 0
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//
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updateDialog()
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/obj/machinery/shield_gen/attack_hand(mob/user as mob)
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interact(user)
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src.add_fingerprint(user)
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/obj/machinery/shield_gen/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if (src.allowed(user))
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src.locked = !src.locked
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||||
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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||||
else
|
||||
user << "\red Access denied."
|
||||
|
||||
else
|
||||
src.add_fingerprint(user)
|
||||
user << "\red You hit the [src.name] with your [W.name]!"
|
||||
for(var/mob/M in viewers(src))
|
||||
if(M == user) continue
|
||||
M.show_message("\red The [src.name] has been hit with the [W.name] by [user.name]!")
|
||||
|
||||
/obj/machinery/shield_gen/power_change()
|
||||
if(stat & BROKEN)
|
||||
icon_state = "broke"
|
||||
else
|
||||
if( powered() )
|
||||
if (src.active)
|
||||
icon_state = "generator1"
|
||||
else
|
||||
icon_state = "generator0"
|
||||
stat &= ~NOPOWER
|
||||
else
|
||||
spawn(rand(0, 15))
|
||||
src.icon_state = "generator0"
|
||||
stat |= NOPOWER
|
||||
if (src.active)
|
||||
toggle()
|
||||
|
||||
/obj/machinery/shield_gen/proc/toggle()
|
||||
active = !active
|
||||
power_change()
|
||||
if(active)
|
||||
var/list/covered_turfs = get_shielded_turfs()
|
||||
if(get_turf(src) in covered_turfs)
|
||||
covered_turfs.Remove(get_turf(src))
|
||||
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)
|
||||
del D
|
||||
|
||||
for(var/mob/M in view(5,src))
|
||||
M << "\icon[src] You hear heavy droning fade out."
|
||||
|
||||
/obj/machinery/shield_gen/Topic(href, href_list[])
|
||||
..()
|
||||
if( href_list["close"] )
|
||||
usr << browse(null, "window=shield_generator")
|
||||
usr.machine = null
|
||||
return
|
||||
else if( href_list["toggle"] )
|
||||
toggle()
|
||||
else if( href_list["change_radius"] )
|
||||
field_radius += text2num(href_list["change_radius"])
|
||||
if(field_radius > 200)
|
||||
field_radius = 200
|
||||
else if(field_radius < 0)
|
||||
field_radius = 0
|
||||
else if( href_list["strengthen_rate"] )
|
||||
strengthen_rate += text2num(href_list["strengthen_rate"])
|
||||
if(strengthen_rate > 0.2)
|
||||
strengthen_rate = 0.2
|
||||
else if(strengthen_rate < 0)
|
||||
strengthen_rate = 0
|
||||
else if( href_list["max_field_strength"] )
|
||||
max_field_strength += text2num(href_list["max_field_strength"])
|
||||
if(max_field_strength > 1000)
|
||||
max_field_strength = 1000
|
||||
else if(max_field_strength < 0)
|
||||
max_field_strength = 0
|
||||
//
|
||||
updateDialog()
|
||||
|
||||
/obj/machinery/shield_gen/proc/interact(mob/user)
|
||||
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
|
||||
if (!istype(user, /mob/living/silicon))
|
||||
user.machine = null
|
||||
user << browse(null, "window=shield_generator")
|
||||
return
|
||||
var/t = "<B>Shield Generator Control Console</B><BR>"
|
||||
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 += "[time_since_fail > 2 ? "<font color=green>Field is stable.</font>" : "<font color=red>Warning, field is unstable!</font>"]<br>"
|
||||
t += "Coverage radius (generator will need a restart to take effect): <a href='?src=\ref[src];change_radius=-5'>--</a> <a href='?src=\ref[src];change_radius=-1'>-</a> [field_radius * 2]m <a href='?src=\ref[src];change_radius=1'>+</a> <a href='?src=\ref[src];change_radius=5'>++</a><br>"
|
||||
t += "Overall field strength: [average_field_strength] Renwicks ([100 * average_field_strength / max_field_strength]%)<br>"
|
||||
t += "Charge consumption: [( (min(average_field_strength + strengthen_rate, max_field_strength)) / energy_conversion_rate) * field.len] Watts/sec<br>"
|
||||
t += "Field charge rate (approx): <a href='?src=\ref[src];strengthen_rate=-0.1'>--</a> <a href='?src=\ref[src];strengthen_rate=-0.01'>-</a>[strengthen_rate] Renwicks/sec <a href='?src=\ref[src];strengthen_rate=0.01'>+</a> <a href='?src=\ref[src];strengthen_rate=0.1'>++</a><br>"
|
||||
t += "Maximum field strength (avg across field): <a href='?src=\ref[src];max_field_strength=-100'>\[min\]</a> <a href='?src=\ref[src];max_field_strength=-10'>--</a> <a href='?src=\ref[src];max_field_strength=-1'>-</a>[max_field_strength] Renwicks <a href='?src=\ref[src];max_field_strength=1'>+</a> <a href='?src=\ref[src];max_field_strength=10'>++</a> <a href='?src=\ref[src];max_field_strength=100'>\[max\]</a><br>"
|
||||
t += "<hr>"
|
||||
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
user << browse(t, "window=shield_generator;size=500x800")
|
||||
user.machine = src
|
||||
|
||||
/obj/machinery/shield_gen/proc/get_shielded_turfs()
|
||||
return list()
|
||||
|
||||
/obj/machinery/shield_gen/ex_act(var/severity)
|
||||
|
||||
if(active)
|
||||
toggle()
|
||||
return ..()
|
||||
Reference in New Issue
Block a user