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https://github.com/ParadiseSS13/Paradise.git
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Field Generator Refactor+Fixes
This commit is contained in:
@@ -1095,7 +1095,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if(E.anchored)
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E.active = 1
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for(var/obj/machinery/field_generator/F in world)
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for(var/obj/machinery/field/generator/F in world)
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if(F.anchored)
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F.Varedit_start = 1
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spawn(30)
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@@ -78,7 +78,7 @@
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if(ismob(A))
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A.ex_act(strength)//This should work for now I guess
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else if(!istype(A,/obj/machinery/power/emitter) && !istype(A,/obj/machinery/field_generator)) //Protect the singularity from getting released every round!
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else if(!istype(A,/obj/machinery/power/emitter) && !istype(A,/obj/machinery/field/generator)) //Protect the singularity from getting released every round!
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A.ex_act(strength) //Changing emitter/field gen ex_act would make it immune to bombs and C4
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life--
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@@ -1,6 +1,6 @@
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/obj/machinery/containment_field
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/obj/machinery/field/containment
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name = "Containment Field"
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desc = "An energy field."
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icon = 'icons/obj/singularity.dmi'
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@@ -10,64 +10,111 @@
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unacidable = 1
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use_power = 0
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light_range = 4
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var/obj/machinery/field_generator/FG1 = null
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var/obj/machinery/field_generator/FG2 = null
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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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layer = OBJ_LAYER + 0.1
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var/obj/machinery/field/generator/FG1 = null
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var/obj/machinery/field/generator/FG2 = null
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/obj/machinery/containment_field/Destroy()
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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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return ..()
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/obj/machinery/containment_field/attack_hand(mob/user as mob)
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/obj/machinery/field/containment/attack_hand(mob/user)
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if(get_dist(src, user) > 1)
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return 0
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else
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shock(user)
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shock_field(user)
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return 1
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/obj/machinery/containment_field/blob_act()
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/obj/machinery/field/containment/blob_act()
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return 0
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/obj/machinery/containment_field/ex_act(severity)
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/obj/machinery/field/containment/ex_act(severity)
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return 0
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/obj/machinery/containment_field/HasProximity(atom/movable/AM as mob|obj)
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if(istype(AM,/mob/living/silicon) && prob(40))
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shock(AM)
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return 1
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if(istype(AM,/mob/living/carbon) && prob(50))
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shock(AM)
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return 1
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return 0
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/obj/machinery/field/containment/Crossed(mob/mover)
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if(isliving(mover))
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shock_field(mover)
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/obj/machinery/containment_field/shock(mob/living/user as mob)
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if(hasShocked)
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return 0
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if(!FG1 || !FG2)
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qdel(src)
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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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user.electrocute_act(shock_damage, src)
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/obj/machinery/field/containment/Crossed(obj/mover)
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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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var/atom/target = get_edge_target_turf(user, get_dir(src, get_step_away(user, src)))
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user.throw_at(target, 200, 4)
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sleep(20)
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hasShocked = 0
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return
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/obj/machinery/containment_field/proc/set_master(var/master1,var/master2)
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/obj/machinery/field/containment/proc/set_master(master1,master2)
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if(!master1 || !master2)
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return 0
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FG1 = master1
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FG2 = master2
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return 1
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/obj/machinery/field/containment/shock_field(mob/living/user)
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if(!FG1 || !FG2)
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qdel(src)
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return 0
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..()
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/obj/machinery/field/containment/Move()
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qdel(src)
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// Abstract Field Class
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// Used for overriding certain procs
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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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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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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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else if(issilicon(user))
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if(prob(20))
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user.Stun(2)
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user.take_overall_damage(0, 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'>Energy pulse detected, system damaged!</span>", \
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"<span class='italics'>You hear an electrical crack.</span>")
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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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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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@@ -13,7 +13,7 @@ field_generator power level display
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*/
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#define field_generator_max_power 250
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/obj/machinery/field_generator
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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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icon = 'icons/obj/machines/field_generator.dmi'
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@@ -28,37 +28,36 @@ field_generator power level display
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var/power = 20 // Current amount of power
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var/state = 0
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var/warming_up = 0
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var/list/obj/machinery/containment_field/fields
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var/list/obj/machinery/field_generator/connected_gens
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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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/obj/machinery/field/generator/update_icon()
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overlays.Cut()
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if(!active)
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if(warming_up)
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overlays += "+a[warming_up]"
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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 = between(0, level, num_power_levels)
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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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/obj/machinery/field_generator/New()
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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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/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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@@ -76,116 +75,117 @@ field_generator power level display
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return
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/obj/machinery/field_generator/attack_hand(mob/user as mob)
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/obj/machinery/field/generator/attack_hand(mob/user)
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if(state == 2)
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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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user << "You are unable to turn off the [src.name] once it is online."
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user << "<span class='warning'>You are unable to turn off the [src.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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"You turn on the [src.name].", \
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"You hear heavy droning")
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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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"<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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else
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user << "The [src] needs to be firmly secured to the floor first."
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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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/obj/machinery/field_generator/attackby(obj/item/W, mob/user, params)
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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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user << "The [src] needs to be off."
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user << "<span class='warning'>The [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(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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"You secure the external reinforcing bolts to the floor.", \
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"You hear ratchet")
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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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"You undo the external reinforcing bolts.", \
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"You hear ratchet")
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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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user << "\red The [src.name] needs to be unwelded from the floor."
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user << "<span class='warning'>The [src.name] needs to be unwelded from the floor!</span>"
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return
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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)
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user << "\red The [src.name] needs to be wrenched to the floor."
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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 (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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"You start to weld the [src] to the floor.", \
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"You hear welding")
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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))
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if(!src || !WT.isOn()) return
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state = 2
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user << "You weld the field generator to the floor."
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user << "<span class='notice'>You weld the field generator to the floor.</span>"
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else
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return
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if(2)
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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 cut the [src.name] free from the floor.", \
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"You start to cut the [src] free from the floor.", \
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"You hear welding")
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"<span class='notice'>You start to cut \the [src] free from 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))
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if(!src || !WT.isOn()) return
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state = 1
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user << "You cut the [src] free from the floor."
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user << "<span class='notice'>You cut \the [src] free from the floor.</span>"
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else
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return
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else
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..()
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return
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/obj/machinery/field_generator/emp_act()
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/obj/machinery/field/generator/emp_act()
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return 0
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/obj/machinery/field_generator/blob_act()
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/obj/machinery/field/generator/blob_act()
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if(active)
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return 0
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else
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..()
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/obj/machinery/field_generator/bullet_act(var/obj/item/projectile/Proj)
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/obj/machinery/field/generator/bullet_act(obj/item/projectile/Proj)
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if(Proj.flag != "bullet")
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power += Proj.damage
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update_icon()
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return 0
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/obj/machinery/field_generator/Destroy()
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/obj/machinery/field/generator/Destroy()
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src.cleanup()
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return ..()
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/obj/machinery/field_generator/proc/turn_off()
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/obj/machinery/field/generator/proc/turn_off()
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active = 0
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spawn(1)
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src.cleanup()
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update_icon()
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while (warming_up>0 && !active)
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sleep(50)
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warming_up--
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update_icon()
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/obj/machinery/field_generator/proc/turn_on()
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/obj/machinery/field/generator/proc/turn_on()
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active = 1
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warming_up = 1
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spawn(1)
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while (warming_up<3 && active)
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sleep(50)
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@@ -193,10 +193,9 @@ field_generator power level display
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update_icon()
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if(warming_up >= 3)
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start_fields()
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update_icon()
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/obj/machinery/field_generator/proc/calc_power()
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/obj/machinery/field/generator/proc/calc_power()
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if(Varpower)
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return 1
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@@ -205,22 +204,21 @@ field_generator power level display
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src.power = field_generator_max_power
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var/power_draw = 2
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for (var/obj/machinery/containment_field/F in fields)
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for (var/obj/machinery/field/containment/F in fields)
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if (isnull(F))
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continue
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power_draw++
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if(draw_power(round(power_draw/2,1)))
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return 1
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else
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for(var/mob/M in viewers(src))
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M.show_message("\red The [src.name] shuts down!")
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visible_message("<span class='danger'>The [src.name] shuts down!</span>", "<span class='italics'>You hear something shutting down.</span>")
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turn_off()
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investigate_log("ran out of power and <font color='red'>deactivated</font>","singulo")
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src.power = 0
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return 0
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//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
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/obj/machinery/field_generator/proc/draw_power(var/draw = 0, var/failsafe = 0, var/obj/machinery/field_generator/G = null, var/obj/machinery/field_generator/last = null)
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/obj/machinery/field/generator/proc/draw_power(draw = 0, failsafe = 0, obj/machinery/field/generator/G = null, obj/machinery/field/generator/last = null)
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if(Varpower)
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return 1
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if((G && G == src) || (failsafe >= 8))//Loopin, set fail
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||||
@@ -233,7 +231,7 @@ field_generator power level display
|
||||
else//Need more power
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||||
draw -= src.power
|
||||
src.power = 0
|
||||
for(var/obj/machinery/field_generator/FG in connected_gens)
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||||
for(var/obj/machinery/field/generator/FG in connected_gens)
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||||
if(isnull(FG))
|
||||
continue
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||||
if(FG == last)//We just asked you
|
||||
@@ -250,7 +248,7 @@ field_generator power level display
|
||||
return 0
|
||||
|
||||
|
||||
/obj/machinery/field_generator/proc/start_fields()
|
||||
/obj/machinery/field/generator/proc/start_fields()
|
||||
if(!src.state == 2 || !anchored)
|
||||
turn_off()
|
||||
return
|
||||
@@ -265,9 +263,9 @@ field_generator power level display
|
||||
src.active = 2
|
||||
|
||||
|
||||
/obj/machinery/field_generator/proc/setup_field(var/NSEW)
|
||||
/obj/machinery/field/generator/proc/setup_field(NSEW)
|
||||
var/turf/T = src.loc
|
||||
var/obj/machinery/field_generator/G
|
||||
var/obj/machinery/field/generator/G
|
||||
var/steps = 0
|
||||
if(!NSEW)//Make sure its ran right
|
||||
return
|
||||
@@ -278,11 +276,11 @@ field_generator power level display
|
||||
for(var/atom/A in T.contents)
|
||||
if(ismob(A))
|
||||
continue
|
||||
if(!istype(A,/obj/machinery/field_generator))
|
||||
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
|
||||
G = locate(/obj/machinery/field/generator) in T
|
||||
if(!isnull(G))
|
||||
steps -= 1
|
||||
if(!G.active)
|
||||
@@ -294,15 +292,17 @@ field_generator power level display
|
||||
for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
|
||||
var/field_dir = get_dir(T,get_step(G.loc, NSEW))
|
||||
T = get_step(T, NSEW)
|
||||
if(!locate(/obj/machinery/containment_field) in T)
|
||||
var/obj/machinery/containment_field/CF = new/obj/machinery/containment_field()
|
||||
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)
|
||||
CF.Crossed(L)
|
||||
var/listcheck = 0
|
||||
for(var/obj/machinery/field_generator/FG in connected_gens)
|
||||
for(var/obj/machinery/field/generator/FG in connected_gens)
|
||||
if (isnull(FG))
|
||||
continue
|
||||
if(FG == G)
|
||||
@@ -311,7 +311,7 @@ field_generator power level display
|
||||
if(!listcheck)
|
||||
connected_gens.Add(G)
|
||||
listcheck = 0
|
||||
for(var/obj/machinery/field_generator/FG2 in G.connected_gens)
|
||||
for(var/obj/machinery/field/generator/FG2 in G.connected_gens)
|
||||
if (isnull(FG2))
|
||||
continue
|
||||
if(FG2 == src)
|
||||
@@ -321,14 +321,14 @@ field_generator power level display
|
||||
G.connected_gens.Add(src)
|
||||
|
||||
|
||||
/obj/machinery/field_generator/proc/cleanup()
|
||||
/obj/machinery/field/generator/proc/cleanup()
|
||||
clean_up = 1
|
||||
for (var/obj/machinery/containment_field/F in fields)
|
||||
for (var/obj/machinery/field/containment/F in fields)
|
||||
if (isnull(F))
|
||||
continue
|
||||
qdel(F)
|
||||
fields = list()
|
||||
for(var/obj/machinery/field_generator/FG in connected_gens)
|
||||
for(var/obj/machinery/field/generator/FG in connected_gens)
|
||||
if (isnull(FG))
|
||||
continue
|
||||
FG.connected_gens.Remove(src)
|
||||
@@ -348,6 +348,14 @@ field_generator power level display
|
||||
if(O.last_warning && temp)
|
||||
if((world.time - O.last_warning) > 50) //to stop message-spam
|
||||
temp = 0
|
||||
msg_admin_attack("A singulo exists and a containment field has failed.",1)
|
||||
message_admins("A singulo exists and a containment field has failed.",1)
|
||||
investigate_log("has <font color='red'>failed</font> whilst a singulo exists.","singulo")
|
||||
O.last_warning = world.time
|
||||
O.last_warning = world.time
|
||||
|
||||
/obj/machinery/field/generator/shock_field(mob/living/user)
|
||||
if(fields.len)
|
||||
..()
|
||||
|
||||
/obj/machinery/field/generator/bump_field(atom/movable/AM as mob|obj)
|
||||
if(fields.len)
|
||||
..()
|
||||
|
||||
@@ -116,7 +116,7 @@
|
||||
|
||||
/obj/singularity/proc/admin_investigate_setup()
|
||||
last_warning = world.time
|
||||
var/count = locate(/obj/machinery/containment_field) in orange(30, src)
|
||||
var/count = locate(/obj/machinery/field/containment) in orange(30, src)
|
||||
if(!count) message_admins("A singularity has been created without containment fields active at [x], [y], [z] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)")
|
||||
investigate_log("was created. [count?"":"<font color='red'>No containment fields were active</font>"]","singulo")
|
||||
|
||||
@@ -326,13 +326,13 @@
|
||||
return 1
|
||||
|
||||
|
||||
/obj/singularity/proc/can_move(var/turf/T)
|
||||
/obj/singularity/proc/can_move(turf/T)
|
||||
if(!T)
|
||||
return 0
|
||||
if((locate(/obj/machinery/containment_field) in T)||(locate(/obj/machinery/shieldwall) in T))
|
||||
if((locate(/obj/machinery/field/containment) in T)||(locate(/obj/machinery/shieldwall) in T))
|
||||
return 0
|
||||
else if(locate(/obj/machinery/field_generator) in T)
|
||||
var/obj/machinery/field_generator/G = locate(/obj/machinery/field_generator) in T
|
||||
else if(locate(/obj/machinery/field/generator) in T)
|
||||
var/obj/machinery/field/generator/G = locate(/obj/machinery/field/generator) in T
|
||||
if(G && G.active)
|
||||
return 0
|
||||
else if(locate(/obj/machinery/shieldwallgen) in T)
|
||||
@@ -341,7 +341,6 @@
|
||||
return 0
|
||||
return 1
|
||||
|
||||
|
||||
/obj/singularity/proc/event()
|
||||
var/numb = pick(1,2,3,4,5,6)
|
||||
switch(numb)
|
||||
|
||||
Reference in New Issue
Block a user