Merge pull request #9302 from Kyep/refactor-shieldgen

shieldgen.dm refactoring
This commit is contained in:
tigercat2000
2018-09-27 00:38:13 -07:00
committed by GitHub
+133 -125
View File
@@ -4,14 +4,14 @@
icon = 'icons/effects/effects.dmi'
icon_state = "shield-old"
density = 1
opacity = 0
opacity = FALSE
anchored = 1
unacidable = 1
var/const/max_health = 200
var/health = max_health //The shield can only take so much beating (prevents perma-prisons)
/obj/machinery/shield/New()
src.dir = pick(1,2,3,4)
dir = pick(NORTH, SOUTH, EAST, WEST)
..()
/obj/machinery/shield/Initialize()
@@ -19,7 +19,7 @@
..()
/obj/machinery/shield/Destroy()
opacity = 0
opacity = FALSE
density = 0
air_update_turf(1)
return ..()
@@ -30,43 +30,48 @@
move_update_air(T)
/obj/machinery/shield/CanPass(atom/movable/mover, turf/target, height)
if(!height) return 0
else return ..()
if(!height)
return FALSE
return ..()
/obj/machinery/shield/CanAtmosPass(var/turf/T)
/obj/machinery/shield/CanAtmosPass(turf/T)
return !density
/obj/machinery/shield/attackby(obj/item/W as obj, mob/user as mob, params)
if(!istype(W)) return
/obj/machinery/shield/attackby(obj/item/I, mob/user, params)
if(!istype(I))
return
//Calculate damage
var/aforce = W.force
if(W.damtype == BRUTE || W.damtype == BURN)
src.health -= aforce
var/aforce = I.force
if(I.damtype == BRUTE || I.damtype == BURN)
health -= aforce
//Play a fitting sound
playsound(src.loc, 'sound/effects/EMPulse.ogg', 75, 1)
playsound(loc, 'sound/effects/EMPulse.ogg', 75, 1)
if(src.health <= 0)
if(health <= 0)
visible_message("<span class='notice'>The [src] dissipates</span>")
qdel(src)
return
opacity = 1
spawn(20) if(src) opacity = 0
opacity = TRUE
spawn(20)
if(src)
opacity = FALSE
..()
/obj/machinery/shield/bullet_act(var/obj/item/projectile/Proj)
/obj/machinery/shield/bullet_act(obj/item/projectile/Proj)
health -= Proj.damage
..()
if(health <=0)
visible_message("<span class='notice'>The [src] dissipates</span>")
qdel(src)
return
opacity = 1
spawn(20) if(src) opacity = 0
opacity = TRUE
spawn(20)
if(src)
opacity = FALSE
/obj/machinery/shield/ex_act(severity)
switch(severity)
@@ -79,7 +84,6 @@
if(3.0)
if(prob(25))
qdel(src)
return
/obj/machinery/shield/emp_act(severity)
switch(severity)
@@ -114,10 +118,10 @@
return
//The shield becomes dense to absorb the blow.. purely asthetic.
opacity = 1
opacity = TRUE
spawn(20)
if(src)
opacity = 0
opacity = FALSE
/obj/machinery/shieldgen
@@ -126,17 +130,17 @@
icon = 'icons/obj/objects.dmi'
icon_state = "shieldoff"
density = 1
opacity = 0
opacity = FALSE
anchored = 0
pressure_resistance = 2*ONE_ATMOSPHERE
req_access = list(access_engine)
var/const/max_health = 100
var/health = max_health
var/active = 0
var/malfunction = 0 //Malfunction causes parts of the shield to slowly dissapate
var/malfunction = FALSE //Malfunction causes parts of the shield to slowly dissapate
var/list/deployed_shields = list()
var/is_open = 0 //Whether or not the wires are exposed
var/locked = 0
var/is_open = FALSE //Whether or not the wires are exposed
var/locked = FALSE
/obj/machinery/shieldgen/Destroy()
QDEL_LIST(deployed_shields)
@@ -145,9 +149,10 @@
/obj/machinery/shieldgen/proc/shields_up()
if(active) return 0 //If it's already turned on, how did this get called?
if(active)
return //If it's already turned on, how did this get called?
src.active = 1
active = 1
update_icon()
for(var/turf/target_tile in range(2, src))
@@ -156,9 +161,10 @@
deployed_shields += new /obj/machinery/shield(target_tile)
/obj/machinery/shieldgen/proc/shields_down()
if(!active) return 0 //If it's already off, how did this get called?
if(!active)
return //If it's already off, how did this get called?
src.active = 0
active = 0
update_icon()
for(var/obj/machinery/shield/shield_tile in deployed_shields)
@@ -173,7 +179,7 @@
/obj/machinery/shieldgen/proc/checkhp()
if(health <= 30)
src.malfunction = 1
malfunction = TRUE
if(health <= 0)
qdel(src)
update_icon()
@@ -182,28 +188,28 @@
/obj/machinery/shieldgen/ex_act(severity)
switch(severity)
if(1.0)
src.health -= 75
src.checkhp()
health -= 75
checkhp()
if(2.0)
src.health -= 30
health -= 30
if(prob(15))
src.malfunction = 1
src.checkhp()
malfunction = TRUE
checkhp()
if(3.0)
src.health -= 10
src.checkhp()
health -= 10
checkhp()
return
/obj/machinery/shieldgen/emp_act(severity)
switch(severity)
if(1)
src.health /= 2 //cut health in half
malfunction = 1
locked = pick(0,1)
health = health * 0.5 //cut health in half
malfunction = TRUE
locked = pick(TRUE, FALSE)
if(2)
if(prob(50))
src.health *= 0.3 //chop off a third of the health
malfunction = 1
health *= 0.3 //chop off a third of the health
malfunction = TRUE
checkhp()
/obj/machinery/shieldgen/attack_hand(mob/user as mob)
@@ -214,70 +220,70 @@
to_chat(user, "The panel must be closed before operating this machine.")
return
if(src.active)
if(active)
user.visible_message("<span class='notice'>[bicon(src)] [user] deactivated the shield generator.</span>", \
"<span class='notice'>[bicon(src)] You deactivate the shield generator.</span>", \
"You hear heavy droning fade out.")
src.shields_down()
shields_down()
else
if(anchored)
user.visible_message("<span class='notice'>[bicon(src)] [user] activated the shield generator.</span>", \
"<span class='notice'>[bicon(src)] You activate the shield generator.</span>", \
"You hear heavy droning.")
src.shields_up()
shields_up()
else
to_chat(user, "The device must first be secured to the floor.")
return
/obj/machinery/shieldgen/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/card/emag))
malfunction = 1
/obj/machinery/shieldgen/attackby(obj/item/I as obj, mob/user as mob, params)
if(istype(I, /obj/item/card/emag))
malfunction = TRUE
update_icon()
else if(istype(W, /obj/item/screwdriver))
playsound(src.loc, W.usesound, 100, 1)
else if(isscrewdriver(I))
playsound(loc, I.usesound, 100, 1)
if(is_open)
to_chat(user, "<span class='notice'>You close the panel.</span>")
is_open = 0
is_open = FALSE
else
to_chat(user, "<span class='notice'>You open the panel and expose the wiring.</span>")
is_open = 1
is_open = TRUE
else if(istype(W, /obj/item/stack/cable_coil) && malfunction && is_open)
var/obj/item/stack/cable_coil/coil = W
else if(istype(I, /obj/item/stack/cable_coil) && malfunction && is_open)
var/obj/item/stack/cable_coil/coil = I
to_chat(user, "<span class='notice'>You begin to replace the wires.</span>")
//if(do_after(user, min(60, round( ((maxhealth/health)*10)+(malfunction*10) ), target = src)) //Take longer to repair heavier damage
if(do_after(user, 30 * coil.toolspeed, target = src))
if(!src || !coil) return
if(!src || !coil)
return
coil.use(1)
health = max_health
malfunction = 0
malfunction = TRUE
playsound(loc, coil.usesound, 50, 1)
to_chat(user, "<span class='notice'>You repair the [src]!</span>")
update_icon()
else if(istype(W, /obj/item/wrench))
else if(istype(I, /obj/item/wrench))
if(locked)
to_chat(user, "The bolts are covered, unlocking this would retract the covers.")
return
if(anchored)
playsound(src.loc, W.usesound, 100, 1)
playsound(loc, I.usesound, 100, 1)
to_chat(user, "<span class='notice'>You unsecure the [src] from the floor!</span>")
if(active)
to_chat(user, "<span class='notice'>The [src] shuts off!</span>")
src.shields_down()
shields_down()
anchored = 0
else
if(istype(get_turf(src), /turf/space)) return //No wrenching these in space!
playsound(src.loc, W.usesound, 100, 1)
if(istype(get_turf(src), /turf/space))
return //No wrenching these in space!
playsound(loc, I.usesound, 100, 1)
to_chat(user, "<span class='notice'>You secure the [src] to the floor!</span>")
anchored = 1
else if(istype(W, /obj/item/card/id) || istype(W, /obj/item/pda))
if(src.allowed(user))
src.locked = !src.locked
to_chat(user, "The controls are now [src.locked ? "locked." : "unlocked."]")
else if(istype(I, /obj/item/card/id) || istype(I, /obj/item/pda))
if(allowed(user))
locked = !locked
to_chat(user, "The controls are now [locked ? "locked." : "unlocked."]")
else
to_chat(user, "<span class='warning'>Access denied.</span>")
@@ -287,11 +293,12 @@
/obj/machinery/shieldgen/update_icon()
if(active)
src.icon_state = malfunction ? "shieldonbr":"shieldon"
icon_state = malfunction ? "shieldonbr":"shieldon"
else
src.icon_state = malfunction ? "shieldoffbr":"shieldoff"
icon_state = malfunction ? "shieldoffbr":"shieldoff"
return
////FIELD GEN START //shameless copypasta from fieldgen, powersink, and grille
#define maxstoredpower 500
/obj/machinery/shieldwallgen
@@ -309,10 +316,9 @@
var/last_check = 0
var/check_delay = 10
var/recalc = 0
var/locked = 1
var/locked = TRUE
var/destroyed = 0
var/directwired = 1
// var/maxshieldload = 200
var/obj/structure/cable/attached // the attached cable
var/storedpower = 0
flags = CONDUCT
@@ -322,11 +328,12 @@
if(!anchored)
power = 0
return 0
var/turf/T = src.loc
var/turf/T = loc
var/obj/structure/cable/C = T.get_cable_node()
var/datum/powernet/PN
if(C) PN = C.powernet // find the powernet of the connected cable
if(C)
PN = C.powernet // find the powernet of the connected cable
if(!PN)
power = 0
@@ -345,32 +352,33 @@
// message_admins("[PN.load]", 1)
// use_power(250) //uses APC power
/obj/machinery/shieldwallgen/attack_hand(mob/user as mob)
/obj/machinery/shieldwallgen/attack_hand(mob/user)
if(state != 1)
to_chat(user, "<span class='warning'>The shield generator needs to be firmly secured to the floor first.</span>")
return 1
if(src.locked && !istype(user, /mob/living/silicon))
if(locked && !issilicon(user))
to_chat(user, "<span class='warning'>The controls are locked!</span>")
return 1
if(power != 1)
to_chat(user, "<span class='warning'>The shield generator needs to be powered by wire underneath.</span>")
return 1
if(src.active >= 1)
src.active = 0
if(active >= 1)
active = 0
icon_state = "Shield_Gen"
user.visible_message("[user] turned the shield generator off.", \
"You turn off the shield generator.", \
"You hear heavy droning fade out.")
for(var/dir in list(1,2,4,8)) src.cleanup(dir)
for(var/dir in list(NORTH, SOUTH, EAST, WEST))
cleanup(dir)
else
src.active = 1
active = 1
icon_state = "Shield_Gen +a"
user.visible_message("[user] turned the shield generator on.", \
"You turn on the shield generator.", \
"You hear heavy droning.")
src.add_fingerprint(user)
add_fingerprint(user)
/obj/machinery/shieldwallgen/process()
spawn(100)
@@ -381,12 +389,10 @@
storedpower = maxstoredpower
if(storedpower <= 0)
storedpower = 0
// if(shieldload >= maxshieldload) //there was a loop caused by specifics of process(), so this was needed.
// shieldload = maxshieldload
if(src.active == 1)
if(!src.state == 1)
src.active = 0
if(active == 1)
if(!state == 1)
active = 0
return
spawn(1)
setup_field(1)
@@ -396,18 +402,19 @@
setup_field(4)
spawn(4)
setup_field(8)
src.active = 2
if(src.active >= 1)
if(src.power == 0)
src.visible_message("<span class='warning'>The [src.name] shuts down due to lack of power!</span>", \
active = 2
if(active >= 1)
if(power == 0)
visible_message("<span class='warning'>The [name] shuts down due to lack of power!</span>", \
"You hear heavy droning fade out")
icon_state = "Shield_Gen"
src.active = 0
for(var/dir in list(1,2,4,8)) src.cleanup(dir)
active = 0
for(var/dir in list(NORTH, SOUTH, EAST, WEST))
cleanup(dir)
/obj/machinery/shieldwallgen/proc/setup_field(var/NSEW = 0)
var/turf/T = src.loc
var/turf/T2 = src.loc
/obj/machinery/shieldwallgen/proc/setup_field(NSEW = 0)
var/turf/T = loc
var/turf/T2 = loc
var/obj/machinery/shieldwallgen/G
var/steps = 0
var/oNSEW = 0
@@ -439,7 +446,7 @@
if(isnull(G))
return
T2 = src.loc
T2 = loc
for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
var/field_dir = get_dir(T2,get_step(T2, NSEW))
@@ -450,30 +457,30 @@
CF.dir = field_dir
/obj/machinery/shieldwallgen/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/wrench))
/obj/machinery/shieldwallgen/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/wrench))
if(active)
to_chat(user, "Turn off the field generator first.")
return
else if(state == 0)
state = 1
playsound(src.loc, W.usesound, 75, 1)
playsound(loc, I.usesound, 75, 1)
to_chat(user, "You secure the external reinforcing bolts to the floor.")
src.anchored = 1
anchored = 1
return
else if(state == 1)
state = 0
playsound(src.loc, W.usesound, 75, 1)
playsound(loc, I.usesound, 75, 1)
to_chat(user, "You undo the external reinforcing bolts.")
src.anchored = 0
anchored = 0
return
if(istype(W, /obj/item/card/id)||istype(W, /obj/item/pda))
if(src.allowed(user))
src.locked = !src.locked
to_chat(user, "Controls are now [src.locked ? "locked." : "unlocked."]")
if(istype(I, /obj/item/card/id)||istype(I, /obj/item/pda))
if(allowed(user))
locked = !locked
to_chat(user, "Controls are now [locked ? "locked." : "unlocked."]")
else
to_chat(user, "<span class='warning'>Access denied.</span>")
@@ -481,18 +488,19 @@
add_fingerprint(user)
..()
/obj/machinery/shieldwallgen/proc/cleanup(var/NSEW)
/obj/machinery/shieldwallgen/proc/cleanup(NSEW)
var/obj/machinery/shieldwall/F
var/obj/machinery/shieldwallgen/G
var/turf/T = src.loc
var/turf/T2 = src.loc
var/turf/T = loc
var/turf/T2 = loc
for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for fields
T = get_step(T2, NSEW)
T2 = T
if(locate(/obj/machinery/shieldwall) in T)
F = (locate(/obj/machinery/shieldwall) in T)
qdel(F)
if(F.gen_primary == src || F.gen_secondary == src)
qdel(F)
if(locate(/obj/machinery/shieldwallgen) in T)
G = (locate(/obj/machinery/shieldwallgen) in T)
@@ -500,19 +508,19 @@
break
/obj/machinery/shieldwallgen/Destroy()
src.cleanup(1)
src.cleanup(2)
src.cleanup(4)
src.cleanup(8)
cleanup(1)
cleanup(2)
cleanup(4)
cleanup(8)
return ..()
/obj/machinery/shieldwallgen/bullet_act(var/obj/item/projectile/Proj)
/obj/machinery/shieldwallgen/bullet_act(obj/item/projectile/Proj)
storedpower -= Proj.damage
..()
return
//////////////Containment Field START
////////////// Containment Field START
/obj/machinery/shieldwall
name = "Shield"
desc = "An energy shield."
@@ -524,21 +532,20 @@
luminosity = 3
var/needs_power = 0
var/active = 1
// var/power = 10
var/delay = 5
var/last_active
var/mob/U
var/obj/machinery/shieldwallgen/gen_primary
var/obj/machinery/shieldwallgen/gen_secondary
/obj/machinery/shieldwall/New(var/obj/machinery/shieldwallgen/A, var/obj/machinery/shieldwallgen/B)
/obj/machinery/shieldwall/New(obj/machinery/shieldwallgen/A, obj/machinery/shieldwallgen/B)
..()
src.gen_primary = A
src.gen_secondary = B
gen_primary = A
gen_secondary = B
if(A && B)
needs_power = 1
/obj/machinery/shieldwall/attack_hand(mob/user as mob)
/obj/machinery/shieldwall/attack_hand(mob/user)
return
/obj/machinery/shieldwall/rpd_blocksusage()
@@ -553,14 +560,14 @@
if(!(gen_primary.active)||!(gen_secondary.active))
qdel(src)
return
//
if(prob(50))
gen_primary.storedpower -= 10
else
gen_secondary.storedpower -=10
/obj/machinery/shieldwall/bullet_act(var/obj/item/projectile/Proj)
/obj/machinery/shieldwall/bullet_act(obj/item/projectile/Proj)
if(needs_power)
var/obj/machinery/shieldwallgen/G
if(prob(50))
@@ -600,7 +607,8 @@
/obj/machinery/shieldwall/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0) return 1
if(height == 0)
return TRUE
if(istype(mover) && mover.checkpass(PASSGLASS))
return prob(20)
@@ -608,7 +616,7 @@
if(istype(mover, /obj/item/projectile))
return prob(10)
else
return !src.density
return !density
/obj/machinery/shieldwall/syndicate