mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 19:13:30 +01:00
@@ -1,280 +0,0 @@
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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
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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_gen/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 = "generator1"
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else
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icon_state = "generator0"
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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 = "generator0"
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stat |= NOPOWER
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if (src.active)
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toggle()
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/obj/machinery/shield_gen/proc/toggle()
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active = !active
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power_change()
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if(active)
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var/list/covered_turfs = get_shielded_turfs()
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if(get_turf(src) in covered_turfs)
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covered_turfs.Remove(get_turf(src))
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for(var/turf/O in covered_turfs)
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var/obj/effect/energy_field/E = new(O)
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field.Add(E)
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del covered_turfs
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for(var/mob/M in view(5,src))
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M << "\icon[src] You hear heavy droning start up."
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else
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for(var/obj/effect/energy_field/D in field)
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field.Remove(D)
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del D
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for(var/mob/M in view(5,src))
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M << "\icon[src] You hear heavy droning fade out."
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/obj/machinery/shield_gen/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_generator")
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usr.machine = null
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return
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else if( href_list["toggle"] )
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toggle()
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else if( href_list["change_radius"] )
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field_radius += text2num(href_list["change_radius"])
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if(field_radius > 200)
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field_radius = 200
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else if(field_radius < 0)
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field_radius = 0
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else if( href_list["strengthen_rate"] )
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strengthen_rate += text2num(href_list["strengthen_rate"])
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if(strengthen_rate > 0.2)
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strengthen_rate = 0.2
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else if(strengthen_rate < 0)
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strengthen_rate = 0
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else if( href_list["max_field_strength"] )
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max_field_strength += text2num(href_list["max_field_strength"])
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if(max_field_strength > 1000)
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max_field_strength = 1000
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else if(max_field_strength < 0)
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max_field_strength = 0
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//
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updateDialog()
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/obj/machinery/shield_gen/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_generator")
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return
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var/t = "<B>Shield Generator Control Console</B><BR>"
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t += "[owned_capacitor ? "<font color=green>Charge capacitor connected.</font>" : "<font color=red>Unable to locate charge capacitor!</font>"]<br>"
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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>"
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t += "[time_since_fail > 2 ? "<font color=green>Field is stable.</font>" : "<font color=red>Warning, field is unstable!</font>"]<br>"
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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>"
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t += "Overall field strength: [average_field_strength] Renwicks ([100 * average_field_strength / max_field_strength]%)<br>"
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t += "Charge consumption: [( (min(average_field_strength + strengthen_rate, max_field_strength)) / energy_conversion_rate) * field.len] Watts/sec<br>"
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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>"
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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>"
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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_generator;size=500x800")
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user.machine = src
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/obj/machinery/shield_gen/proc/get_shielded_turfs()
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return list()
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/obj/machinery/shield_gen/ex_act(var/severity)
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if(active)
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toggle()
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return ..()
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Reference in New Issue
Block a user