mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-21 19:17:50 +01:00
Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into BookClub
This commit is contained in:
@@ -15,10 +15,8 @@
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var/obj/machinery/field/generator/FG2 = null
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/obj/machinery/field/containment/Destroy()
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if(FG1 && !FG1.clean_up)
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FG1.cleanup()
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if(FG2 && !FG2.clean_up)
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FG2.cleanup()
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FG1.fields -= src
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FG2.fields -= src
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return ..()
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/obj/machinery/field/containment/attack_hand(mob/user)
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@@ -67,35 +65,26 @@
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/obj/machinery/field
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var/hasShocked = 0 //Used to add a delay between shocks. In some cases this used to crash servers by spawning hundreds of sparks every second.
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/obj/machinery/field/CanPass(mob/mover, turf/target, height=0)
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/obj/machinery/field/CanPass(atom/movable/mover, turf/target, height=0)
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if(hasShocked)
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return 0
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if(isliving(mover)) // Don't let mobs through
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shock_field(mover)
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return 0
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return ..()
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/obj/machinery/field/CanPass(obj/mover, turf/target, height=0)
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if((istype(mover, /obj/machinery) && !istype(mover, /obj/singularity)) || \
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istype(mover, /obj/structure) || \
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istype(mover, /obj/mecha))
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if(istype(mover, /obj/machinery) || istype(mover, /obj/structure) || istype(mover, /obj/mecha))
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bump_field(mover)
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return 0
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return ..()
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/obj/machinery/field/proc/shock_field(mob/living/user)
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if(hasShocked)
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return 0
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if(isliving(user))
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hasShocked = 1
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var/shock_damage = min(rand(30,40),rand(30,40))
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if(iscarbon(user))
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var/stun = min(shock_damage, 15)
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user.Stun(stun)
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user.Weaken(10)
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user.burn_skin(shock_damage)
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user.visible_message("<span class='danger'>[user.name] was shocked by the [src.name]!</span>", \
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"<span class='userdanger'>You feel a powerful shock course through your body, sending you flying!</span>", \
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"<span class='italics'>You hear a heavy electrical crack.</span>")
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user.electrocute_act(shock_damage, src, 1)
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else if(issilicon(user))
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if(prob(20))
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@@ -108,13 +97,14 @@
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user.updatehealth()
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bump_field(user)
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spawn(5)
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hasShocked = 0
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return
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/obj/machinery/field/proc/bump_field(atom/movable/AM as mob|obj)
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if(hasShocked)
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return 0
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hasShocked = 1
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var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
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s.set_up(5, 1, AM.loc)
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s.start()
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var/atom/target = get_edge_target_turf(AM, get_dir(src, get_step_away(AM, src)))
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AM.throw_at(target, 200, 4)
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spawn(5)
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hasShocked = 0
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@@ -70,6 +70,14 @@
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src.dir = turn(src.dir, 90)
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return 1
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/obj/machinery/power/emitter/AltClick(mob/user)
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if(user.incapacitated())
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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if(!Adjacent(user))
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return
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rotate()
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/obj/machinery/power/emitter/initialize()
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..()
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if(state == 2 && anchored)
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@@ -13,6 +13,15 @@ field_generator power level display
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*/
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#define field_generator_max_power 250
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#define FG_UNSECURED 0
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#define FG_SECURED 1
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#define FG_WELDED 2
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#define FG_OFFLINE 0
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#define FG_CHARGING 1
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#define FG_ONLINE 2
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/obj/machinery/field/generator
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name = "Field Generator"
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desc = "A large thermal battery that projects a high amount of energy when powered."
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@@ -22,134 +31,109 @@ field_generator power level display
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density = 1
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use_power = 0
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var/const/num_power_levels = 6 // Total number of power level icon has
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var/Varedit_start = 0
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var/Varpower = 0
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var/active = 0
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var/power_level = 0
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var/active = FG_OFFLINE
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var/power = 20 // Current amount of power
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var/state = 0
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var/state = FG_UNSECURED
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var/warming_up = 0
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var/list/obj/machinery/field/containment/fields
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var/list/obj/machinery/field/generator/connected_gens
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var/clean_up = 0
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/obj/machinery/field/generator/update_icon()
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overlays.Cut()
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if(warming_up)
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overlays += "+a[warming_up]"
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if(fields.len)
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overlays += "+on"
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// Power level indicator
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// Scale % power to % num_power_levels and truncate value
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var/level = round(num_power_levels * power / field_generator_max_power)
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// Clamp between 0 and num_power_levels for out of range power values
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level = Clamp(level, 0, num_power_levels)
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if(level)
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overlays += "+p[level]"
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return
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if(power_level)
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overlays += "+p[power_level]"
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/obj/machinery/field/generator/New()
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..()
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fields = list()
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connected_gens = list()
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return
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/obj/machinery/field/generator/process()
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if(Varedit_start == 1)
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if(active == 0)
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active = 1
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state = 2
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power = field_generator_max_power
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anchored = 1
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warming_up = 3
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start_fields()
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update_icon()
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Varedit_start = 0
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if(src.active == 2)
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if(active == FG_ONLINE)
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calc_power()
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update_icon()
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return
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/obj/machinery/field/generator/attack_hand(mob/user)
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if(state == 2)
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if(state == FG_WELDED)
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if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
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if(src.active >= 1)
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to_chat(user, "<span class='warning'>You are unable to turn off the [src.name] once it is online!</span>")
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if(active >= FG_CHARGING)
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to_chat(user, "<span class='warning'>You are unable to turn off the [name] once it is online!</span>")
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return 1
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else
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user.visible_message("[user.name] turns on the [src.name].", \
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"<span class='notice'>You turn on the [src.name].</span>", \
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user.visible_message("[user.name] turns on the [name].", \
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"<span class='notice'>You turn on the [name].</span>", \
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"<span class='italics'>You hear heavy droning.</span>")
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turn_on()
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investigate_log("<font color='green'>activated</font> by [user.key].","singulo")
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src.add_fingerprint(user)
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add_fingerprint(user)
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else
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to_chat(user, "<span class='warning'>The [src] needs to be firmly secured to the floor first!</span>")
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return
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to_chat(user, "<span class='warning'>[src] needs to be firmly secured to the floor first!</span>")
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/obj/machinery/field/generator/attackby(obj/item/W, mob/user, params)
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if(active)
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to_chat(user, "<span class='warning'>The [src] needs to be off!</span>")
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to_chat(user, "<span class='warning'>[src] needs to be off!</span>")
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return
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else if(istype(W, /obj/item/weapon/wrench))
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switch(state)
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if(0)
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if(FG_UNSECURED)
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if(isinspace()) return
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state = 1
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] secures [src.name] to the floor.", \
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state = FG_SECURED
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playsound(loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] secures [name] to the floor.", \
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"<span class='notice'>You secure the external reinforcing bolts to the floor.</span>", \
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"<span class='italics'>You hear ratchet.</span>")
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src.anchored = 1
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if(1)
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state = 0
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
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anchored = 1
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if(FG_SECURED)
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state = FG_UNSECURED
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playsound(loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] unsecures [name] reinforcing bolts from the floor.", \
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"<span class='notice'>You undo the external reinforcing bolts.</span>", \
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"<span class='italics'>You hear ratchet.</span>")
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src.anchored = 0
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if(2)
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to_chat(user, "<span class='warning'>The [src.name] needs to be unwelded from the floor!</span>")
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return
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anchored = 0
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if(FG_WELDED)
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to_chat(user, "<span class='warning'>The [name] needs to be unwelded from the floor!</span>")
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else if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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switch(state)
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if(0)
|
||||
to_chat(user, "<span class='warning'>The [src.name] needs to be wrenched to the floor!</span>")
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return
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if(1)
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if(FG_UNSECURED)
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to_chat(user, "<span class='warning'>The [name] needs to be wrenched to the floor!</span>")
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||||
|
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if(FG_SECURED)
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||||
if(WT.remove_fuel(0,user))
|
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
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playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to weld the [name] to the floor.", \
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"<span class='notice'>You start to weld \the [src] to the floor...</span>", \
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||||
"<span class='italics'>You hear welding.</span>")
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||||
if(do_after(user,20, target = src))
|
||||
if(!src || !WT.isOn()) return
|
||||
state = 2
|
||||
if(!src || !WT.isOn())
|
||||
return
|
||||
state = FG_WELDED
|
||||
to_chat(user, "<span class='notice'>You weld the field generator to the floor.</span>")
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||||
else
|
||||
return
|
||||
if(2)
|
||||
|
||||
if(FG_WELDED)
|
||||
if(WT.remove_fuel(0,user))
|
||||
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
|
||||
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
|
||||
playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
|
||||
user.visible_message("[user.name] starts to cut the [name] free from the floor.", \
|
||||
"<span class='notice'>You start to cut \the [src] free from the floor...</span>", \
|
||||
"<span class='italics'>You hear welding.</span>")
|
||||
if(do_after(user,20, target = src))
|
||||
if(!src || !WT.isOn()) return
|
||||
state = 1
|
||||
if(!src || !WT.isOn())
|
||||
return
|
||||
state = FG_SECURED
|
||||
to_chat(user, "<span class='notice'>You cut \the [src] free from the floor.</span>")
|
||||
else
|
||||
return
|
||||
|
||||
else
|
||||
..()
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/machinery/field/generator/emp_act()
|
||||
@@ -164,30 +148,35 @@ field_generator power level display
|
||||
|
||||
/obj/machinery/field/generator/bullet_act(obj/item/projectile/Proj)
|
||||
if(Proj.flag != "bullet")
|
||||
power += Proj.damage
|
||||
update_icon()
|
||||
power = min(power + Proj.damage, field_generator_max_power)
|
||||
check_power_level()
|
||||
return 0
|
||||
|
||||
|
||||
/obj/machinery/field/generator/Destroy()
|
||||
src.cleanup()
|
||||
cleanup()
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/machinery/field/generator/proc/check_power_level()
|
||||
var/new_level = round(num_power_levels * power / field_generator_max_power)
|
||||
if(new_level != power_level)
|
||||
power_level = new_level
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/field/generator/proc/turn_off()
|
||||
active = 0
|
||||
active = FG_OFFLINE
|
||||
spawn(1)
|
||||
src.cleanup()
|
||||
while(warming_up>0 && !active)
|
||||
cleanup()
|
||||
while(warming_up > 0 && !active)
|
||||
sleep(50)
|
||||
warming_up--
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/field/generator/proc/turn_on()
|
||||
active = 1
|
||||
active = FG_CHARGING
|
||||
spawn(1)
|
||||
while(warming_up<3 && active)
|
||||
while(warming_up < 3 && active)
|
||||
sleep(50)
|
||||
warming_up++
|
||||
update_icon()
|
||||
@@ -196,44 +185,35 @@ field_generator power level display
|
||||
|
||||
|
||||
/obj/machinery/field/generator/proc/calc_power()
|
||||
if(Varpower)
|
||||
return 1
|
||||
var/power_draw = 2 + fields.len
|
||||
|
||||
update_icon()
|
||||
if(src.power > field_generator_max_power)
|
||||
src.power = field_generator_max_power
|
||||
|
||||
var/power_draw = 2
|
||||
for(var/obj/machinery/field/containment/F in fields)
|
||||
if(isnull(F))
|
||||
continue
|
||||
power_draw++
|
||||
if(draw_power(round(power_draw/2,1)))
|
||||
if(draw_power(round(power_draw/2, 1)))
|
||||
check_power_level()
|
||||
return 1
|
||||
else
|
||||
visible_message("<span class='danger'>The [src.name] shuts down!</span>", "<span class='italics'>You hear something shutting down.</span>")
|
||||
visible_message("<span class='danger'>The [name] shuts down!</span>", "<span class='italics'>You hear something shutting down.</span>")
|
||||
turn_off()
|
||||
investigate_log("ran out of power and <font color='red'>deactivated</font>","singulo")
|
||||
src.power = 0
|
||||
power = 0
|
||||
check_power_level()
|
||||
return 0
|
||||
|
||||
//This could likely be better, it tends to start loopin if you have a complex generator loop setup. Still works well enough to run the engine fields will likely recode the field gens and fields sometime -Mport
|
||||
/obj/machinery/field/generator/proc/draw_power(draw = 0, failsafe = 0, obj/machinery/field/generator/G = null, obj/machinery/field/generator/last = null)
|
||||
if(Varpower)
|
||||
return 1
|
||||
if((G && G == src) || (failsafe >= 8))//Loopin, set fail
|
||||
if((G && (G == src)) || (failsafe >= 8))//Loopin, set fail
|
||||
return 0
|
||||
else
|
||||
failsafe++
|
||||
if(src.power >= draw)//We have enough power
|
||||
src.power -= draw
|
||||
|
||||
if(power >= draw)//We have enough power
|
||||
power -= draw
|
||||
return 1
|
||||
|
||||
else//Need more power
|
||||
draw -= src.power
|
||||
src.power = 0
|
||||
for(var/obj/machinery/field/generator/FG in connected_gens)
|
||||
if(isnull(FG))
|
||||
continue
|
||||
draw -= power
|
||||
power = 0
|
||||
for(var/CG in connected_gens)
|
||||
var/obj/machinery/field/generator/FG = CG
|
||||
if(FG == last)//We just asked you
|
||||
continue
|
||||
if(G)//Another gen is askin for power and we dont have it
|
||||
@@ -249,7 +229,7 @@ field_generator power level display
|
||||
|
||||
|
||||
/obj/machinery/field/generator/proc/start_fields()
|
||||
if(!src.state == 2 || !anchored)
|
||||
if(state != FG_WELDED || !anchored)
|
||||
turn_off()
|
||||
return
|
||||
spawn(1)
|
||||
@@ -260,82 +240,73 @@ field_generator power level display
|
||||
setup_field(4)
|
||||
spawn(4)
|
||||
setup_field(8)
|
||||
src.active = 2
|
||||
spawn(5)
|
||||
active = FG_ONLINE
|
||||
|
||||
|
||||
/obj/machinery/field/generator/proc/setup_field(NSEW)
|
||||
var/turf/T = src.loc
|
||||
var/obj/machinery/field/generator/G
|
||||
var/turf/T = loc
|
||||
if(!istype(T))
|
||||
return 0
|
||||
|
||||
var/obj/machinery/field/generator/G = null
|
||||
var/steps = 0
|
||||
if(!NSEW)//Make sure its ran right
|
||||
return
|
||||
for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator
|
||||
return 0
|
||||
for(var/dist in 0 to 7) // checks out to 8 tiles away for another generator
|
||||
T = get_step(T, NSEW)
|
||||
if(T.density)//We cant shoot a field though this
|
||||
return 0
|
||||
for(var/atom/A in T.contents)
|
||||
if(ismob(A))
|
||||
continue
|
||||
if(!istype(A,/obj/machinery/field/generator))
|
||||
if((istype(A,/obj/machinery/door)||istype(A,/obj/machinery/the_singularitygen))&&(A.density))
|
||||
return 0
|
||||
steps += 1
|
||||
|
||||
G = locate(/obj/machinery/field/generator) in T
|
||||
if(!isnull(G))
|
||||
if(G)
|
||||
steps -= 1
|
||||
if(!G.active)
|
||||
return 0
|
||||
break
|
||||
if(isnull(G))
|
||||
return
|
||||
T = src.loc
|
||||
for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
|
||||
|
||||
for(var/TC in T.contents)
|
||||
var/atom/A = TC
|
||||
if(ismob(A))
|
||||
continue
|
||||
if(A.density)
|
||||
return 0
|
||||
|
||||
steps++
|
||||
|
||||
if(!G)
|
||||
return 0
|
||||
|
||||
T = loc
|
||||
for(var/dist in 0 to steps) // creates each field tile
|
||||
var/field_dir = get_dir(T,get_step(G.loc, NSEW))
|
||||
T = get_step(T, NSEW)
|
||||
if(!locate(/obj/machinery/field/containment) in T)
|
||||
var/obj/machinery/field/containment/CF = new/obj/machinery/field/containment()
|
||||
CF.set_master(src,G)
|
||||
fields += CF
|
||||
G.fields += CF
|
||||
CF.loc = T
|
||||
CF.dir = field_dir
|
||||
for(var/mob/living/L in CF.loc)
|
||||
fields += CF
|
||||
G.fields += CF
|
||||
for(var/mob/living/L in T)
|
||||
CF.Crossed(L)
|
||||
var/listcheck = 0
|
||||
for(var/obj/machinery/field/generator/FG in connected_gens)
|
||||
if(isnull(FG))
|
||||
continue
|
||||
if(FG == G)
|
||||
listcheck = 1
|
||||
break
|
||||
if(!listcheck)
|
||||
connected_gens.Add(G)
|
||||
listcheck = 0
|
||||
for(var/obj/machinery/field/generator/FG2 in G.connected_gens)
|
||||
if(isnull(FG2))
|
||||
continue
|
||||
if(FG2 == src)
|
||||
listcheck = 1
|
||||
break
|
||||
if(!listcheck)
|
||||
G.connected_gens.Add(src)
|
||||
|
||||
connected_gens |= G
|
||||
G.connected_gens |= src
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/machinery/field/generator/proc/cleanup()
|
||||
clean_up = 1
|
||||
for(var/obj/machinery/field/containment/F in fields)
|
||||
if(isnull(F))
|
||||
continue
|
||||
for(var/F in fields)
|
||||
qdel(F)
|
||||
fields = list()
|
||||
for(var/obj/machinery/field/generator/FG in connected_gens)
|
||||
if(isnull(FG))
|
||||
continue
|
||||
FG.connected_gens.Remove(src)
|
||||
|
||||
for(var/CG in connected_gens)
|
||||
var/obj/machinery/field/generator/FG = CG
|
||||
FG.connected_gens -= src
|
||||
if(!FG.clean_up)//Makes the other gens clean up as well
|
||||
FG.cleanup()
|
||||
connected_gens.Remove(FG)
|
||||
connected_gens = list()
|
||||
connected_gens -= FG
|
||||
clean_up = 0
|
||||
update_icon()
|
||||
|
||||
@@ -359,3 +330,11 @@ field_generator power level display
|
||||
/obj/machinery/field/generator/bump_field(atom/movable/AM as mob|obj)
|
||||
if(fields.len)
|
||||
..()
|
||||
|
||||
#undef FG_UNSECURED
|
||||
#undef FG_SECURED
|
||||
#undef FG_WELDED
|
||||
|
||||
#undef FG_OFFLINE
|
||||
#undef FG_CHARGING
|
||||
#undef FG_ONLINE
|
||||
|
||||
@@ -101,6 +101,14 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
|
||||
src.dir = turn(src.dir, 270)
|
||||
return 1
|
||||
|
||||
/obj/structure/particle_accelerator/AltClick(mob/user)
|
||||
if(user.incapacitated())
|
||||
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
||||
return
|
||||
if(!Adjacent(user))
|
||||
return
|
||||
rotate()
|
||||
|
||||
/obj/structure/particle_accelerator/verb/rotateccw()
|
||||
set name = "Rotate Counter Clockwise"
|
||||
set category = "Object"
|
||||
|
||||
@@ -27,6 +27,7 @@
|
||||
var/last_warning
|
||||
var/consumedSupermatter = 0 //If the singularity has eaten a supermatter shard and can go to stage six
|
||||
allow_spin = 0
|
||||
burn_state = LAVA_PROOF
|
||||
|
||||
/obj/singularity/New(loc, var/starting_energy = 50, var/temp = 0)
|
||||
//CARN: admin-alert for chuckle-fuckery.
|
||||
@@ -148,17 +149,18 @@
|
||||
dissipate_delay = 10
|
||||
dissipate_track = 0
|
||||
dissipate_strength = 1
|
||||
if(STAGE_TWO)//1 to 3 does not check for the turfs if you put the gens right next to a 1x1 then its going to eat them
|
||||
current_size = STAGE_TWO
|
||||
icon = 'icons/effects/96x96.dmi'
|
||||
icon_state = "singularity_s3"
|
||||
pixel_x = -32
|
||||
pixel_y = -32
|
||||
grav_pull = 6
|
||||
consume_range = 1
|
||||
dissipate_delay = 5
|
||||
dissipate_track = 0
|
||||
dissipate_strength = 5
|
||||
if(STAGE_TWO)
|
||||
if((check_turfs_in(1,1))&&(check_turfs_in(2,1))&&(check_turfs_in(4,1))&&(check_turfs_in(8,1)))
|
||||
current_size = STAGE_TWO
|
||||
icon = 'icons/effects/96x96.dmi'
|
||||
icon_state = "singularity_s3"
|
||||
pixel_x = -32
|
||||
pixel_y = -32
|
||||
grav_pull = 6
|
||||
consume_range = 1
|
||||
dissipate_delay = 5
|
||||
dissipate_track = 0
|
||||
dissipate_strength = 5
|
||||
if(STAGE_THREE)
|
||||
if((check_turfs_in(1,2))&&(check_turfs_in(2,2))&&(check_turfs_in(4,2))&&(check_turfs_in(8,2)))
|
||||
current_size = STAGE_THREE
|
||||
@@ -237,22 +239,22 @@
|
||||
|
||||
/obj/singularity/proc/eat()
|
||||
set background = BACKGROUND_ENABLED
|
||||
for(var/tile in spiral_range_turfs(grav_pull, src, 1))
|
||||
for(var/tile in spiral_range_turfs(grav_pull, src))
|
||||
var/turf/T = tile
|
||||
if(!T)
|
||||
if(!T || !isturf(loc))
|
||||
continue
|
||||
if(get_dist(T, src) > consume_range)
|
||||
T.singularity_pull(src, current_size)
|
||||
else
|
||||
consume(T)
|
||||
for(var/thing in T)
|
||||
var/atom/movable/X = thing
|
||||
if(get_dist(X, src) > consume_range)
|
||||
X.singularity_pull(src, current_size)
|
||||
else
|
||||
consume(X)
|
||||
if(isturf(loc) && thing != src)
|
||||
var/atom/movable/X = thing
|
||||
if(get_dist(X, src) > consume_range)
|
||||
X.singularity_pull(src, current_size)
|
||||
else
|
||||
consume(X)
|
||||
CHECK_TICK
|
||||
return
|
||||
|
||||
/obj/singularity/proc/consume(var/atom/A)
|
||||
var/gain = A.singularity_act(current_size)
|
||||
|
||||
Reference in New Issue
Block a user