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https://github.com/ParadiseSS13/Paradise.git
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Merge pull request #3393 from Fox-McCloud/remove-cael-pls
Removes External Shield Generators
This commit is contained in:
@@ -357,34 +357,4 @@ datum/design/AAC
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req_tech = list("programming" = 4, "magnets" = 2)
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build_type = IMPRINTER
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materials = list(MAT_GLASS = 1000, "sacid" = 20)
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build_path = /obj/item/weapon/circuitboard/atmos_automation
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//Shield Generators//
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/datum/design/shield_gen_ex
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name = "Circuit Design (Experimental hull shield generator)"
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desc = "Allows for the construction of circuit boards used to build an experimental hull shield generator."
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id = "shield_gen_ex"
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req_tech = list("bluespace" = 4, "plasmatech" = 3)
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build_type = IMPRINTER
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materials = list(MAT_GLASS = 2000, "sacid" = 20, MAT_DIAMOND = 10000, MAT_GOLD = 10000)
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build_path = /obj/item/weapon/circuitboard/shield_gen_ex
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/datum/design/shield_gen
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name = "Circuit Design (Experimental shield generator)"
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desc = "Allows for the construction of circuit boards used to build an experimental shield generator."
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id = "shield_gen"
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req_tech = list("bluespace" = 4, "plasmatech" = 3)
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build_type = IMPRINTER
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materials = list(MAT_GLASS = 2000, "sacid" = 20, MAT_DIAMOND = 10000, MAT_GOLD = 10000)
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build_path = /obj/item/weapon/circuitboard/shield_gen
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/datum/design/shield_cap
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name = "Circuit Design (Experimental shield capacitor)"
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desc = "Allows for the construction of circuit boards used to build an experimental shielding capacitor."
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id = "shield_cap"
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req_tech = list("magnets" = 3, "powerstorage" = 4)
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build_type = IMPRINTER
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materials = list(MAT_GLASS = 2000, "sacid" = 20, MAT_DIAMOND = 10000, MAT_GOLD = 10000)
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build_path = /obj/item/weapon/circuitboard/shield_cap
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build_path = /obj/item/weapon/circuitboard/atmos_automation
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@@ -1,80 +0,0 @@
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/datum/artifact_effect/forcefield
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effecttype = "forcefield"
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var/list/created_field = list()
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effect_type = 4
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/datum/artifact_effect/forcefield/New()
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..()
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trigger = TRIGGER_TOUCH
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/datum/artifact_effect/forcefield/ToggleActivate()
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..()
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if(created_field.len)
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for(var/obj/effect/energy_field/F in created_field)
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created_field.Remove(F)
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qdel(F)
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else if(holder)
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var/turf/T = get_turf(holder)
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while(created_field.len < 16)
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var/obj/effect/energy_field/E = new (locate(T.x,T.y,T.z))
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created_field.Add(E)
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E.strength = 1
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E.density = 1
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E.anchored = 1
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E.invisibility = 0
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spawn(10)
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UpdateMove()
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return 1
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/datum/artifact_effect/forcefield/process()
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..()
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for(var/obj/effect/energy_field/E in created_field)
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if(E.strength < 1)
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E.Strengthen(0.15)
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else if(E.strength < 5)
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E.Strengthen(0.25)
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/datum/artifact_effect/forcefield/UpdateMove()
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if(created_field.len && holder)
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var/turf/T = get_turf(holder)
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while(created_field.len < 16)
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//for now, just instantly respawn the fields when they get destroyed
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var/obj/effect/energy_field/E = new (locate(T.x,T.y,T))
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created_field.Add(E)
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E.anchored = 1
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E.density = 1
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E.invisibility = 0
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var/obj/effect/energy_field/E = created_field[1]
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E.loc = locate(T.x + 2,T.y + 2,T.z)
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E = created_field[2]
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E.loc = locate(T.x + 2,T.y + 1,T.z)
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E = created_field[3]
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E.loc = locate(T.x + 2,T.y,T.z)
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E = created_field[4]
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E.loc = locate(T.x + 2,T.y - 1,T.z)
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E = created_field[5]
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E.loc = locate(T.x + 2,T.y - 2,T.z)
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E = created_field[6]
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E.loc = locate(T.x + 1,T.y + 2,T.z)
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E = created_field[7]
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E.loc = locate(T.x + 1,T.y - 2,T.z)
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E = created_field[8]
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E.loc = locate(T.x,T.y + 2,T.z)
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E = created_field[9]
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E.loc = locate(T.x,T.y - 2,T.z)
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E = created_field[10]
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E.loc = locate(T.x - 1,T.y + 2,T.z)
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E = created_field[11]
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E.loc = locate(T.x - 1,T.y - 2,T.z)
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E = created_field[12]
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E.loc = locate(T.x - 2,T.y + 2,T.z)
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E = created_field[13]
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E.loc = locate(T.x - 2,T.y + 1,T.z)
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E = created_field[14]
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E.loc = locate(T.x - 2,T.y,T.z)
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E = created_field[15]
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E.loc = locate(T.x - 2,T.y - 1,T.z)
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E = created_field[16]
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E.loc = locate(T.x - 2,T.y - 2,T.z)
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@@ -1,51 +0,0 @@
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////////////////////////////////////////
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// External Shield Generator
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/obj/item/weapon/circuitboard/shield_gen_ex
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name = "Circuit board (Experimental hull shield generator)"
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board_type = "machine"
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build_path = "/obj/machinery/shield_gen/external"
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origin_tech = "bluespace=4;plasmatech=3"
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frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Transmitter, 5 Pieces of cable, 1 Subspace Crystal, 1 Subspace Amplifier and 1 Console Screen."
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req_components = list(
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"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
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"/obj/item/weapon/stock_parts/subspace/transmitter" = 1,
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"/obj/item/weapon/stock_parts/subspace/crystal" = 1,
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"/obj/item/weapon/stock_parts/subspace/amplifier" = 1,
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"/obj/item/weapon/stock_parts/console_screen" = 1,
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"/obj/item/stack/cable_coil" = 5)
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////////////////////////////////////////
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// Shield Generator
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/obj/item/weapon/circuitboard/shield_gen
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name = "Circuit board (Experimental shield generator)"
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board_type = "machine"
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build_path = "/obj/machinery/shield_gen/external"
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origin_tech = "bluespace=4;plasmatech=3"
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frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Transmitter, 5 Pieces of cable, 1 Subspace Crystal, 1 Subspace Amplifier and 1 Console Screen."
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req_components = list(
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"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
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"/obj/item/weapon/stock_parts/subspace/transmitter" = 1,
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"/obj/item/weapon/stock_parts/subspace/crystal" = 1,
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"/obj/item/weapon/stock_parts/subspace/amplifier" = 1,
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"/obj/item/weapon/stock_parts/console_screen" = 1,
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"/obj/item/stack/cable_coil" = 5)
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////////////////////////////////////////
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// Shield Capacitor
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/obj/item/weapon/circuitboard/shield_cap
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name = "Circuit board (Experimental shield capacitor)"
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board_type = "machine"
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build_path = "/obj/machinery/shield_capacitor"
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origin_tech = "magnets=3;powerstorage=4"
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frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Filter, 5 Pieces of cable, 1 Subspace Treatment disk, 1 Subspace Analyzer and 1 Console Screen."
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req_components = list(
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"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
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"/obj/item/weapon/stock_parts/subspace/filter" = 1,
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"/obj/item/weapon/stock_parts/subspace/treatment" = 1,
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"/obj/item/weapon/stock_parts/subspace/analyzer" = 1,
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"/obj/item/weapon/stock_parts/console_screen" = 1,
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"/obj/item/stack/cable_coil" = 5)
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@@ -1,50 +0,0 @@
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//---------- actual energy field
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/obj/effect/energy_field
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name = "energy field"
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desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
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icon = 'code/modules/shieldgen/shielding.dmi'
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icon_state = "shieldsparkles"
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anchored = 1
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layer = 4.1 //just above mobs
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density = 0
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invisibility = 101
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var/strength = 0
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/obj/effect/energy_field/ex_act(var/severity)
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Stress(0.5 + severity)
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/obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj)
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Stress(Proj.damage / 10)
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/obj/effect/energy_field/proc/Stress(var/severity)
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strength -= severity
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//if we take too much damage, drop out - the generator will bring us back up if we have enough power
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if(strength < 1)
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invisibility = 101
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density = 0
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else if(strength >= 1)
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invisibility = 0
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density = 1
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/obj/effect/energy_field/proc/Strengthen(var/severity)
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strength += severity
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//if we take too much damage, drop out - the generator will bring us back up if we have enough power
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if(strength >= 1)
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invisibility = 0
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density = 1
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else if(strength < 1)
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invisibility = 101
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density = 0
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/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
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//Purpose: Determines if the object (or airflow) can pass this atom.
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//Called by: Movement, airflow.
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//Inputs: The moving atom (optional), target turf, "height" and air group
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//Outputs: Boolean if can pass.
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//return (!density || !height || air_group)
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return !density
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@@ -1,168 +0,0 @@
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//---------- shield capacitor
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//pulls energy out of a power net and charges an adjacent generator
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/obj/machinery/shield_capacitor
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name = "shield capacitor"
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desc = "Machine that charges a shield generator."
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icon = 'code/modules/shieldgen/shielding.dmi'
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icon_state = "capacitor"
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var/active = 1
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density = 1
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anchored = 1
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var/stored_charge = 0
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var/time_since_fail = 100
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var/max_charge = 1000000
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var/max_charge_rate = 100000
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var/min_charge_rate = 0
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var/locked = 0
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//
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use_power = 1 //0 use nothing
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//1 use idle power
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//2 use active power
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idle_power_usage = 10
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active_power_usage = 100
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var/charge_rate = 100
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/obj/machinery/shield_capacitor/New()
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spawn(10)
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for(var/obj/machinery/shield_gen/possible_gen in range(1, src))
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if(get_dir(src, possible_gen) == src.dir)
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possible_gen.owned_capacitor = src
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break
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..()
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/obj/machinery/shield_capacitor/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/weapon/card/id))
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var/obj/item/weapon/card/id/C = W
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if(access_captain in C.access || access_security in C.access || access_engine in C.access)
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src.locked = !src.locked
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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updateDialog()
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else
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user << "\red Access denied."
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else if(istype(W, /obj/item/weapon/card/emag))
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if(prob(75))
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src.locked = !src.locked
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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updateDialog()
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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, src)
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s.start()
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else if(istype(W, /obj/item/weapon/wrench))
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src.anchored = !src.anchored
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src.visible_message("\blue \icon[src] [src] has been [anchored ? "bolted to the floor" : "unbolted from the floor"] by [user].")
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spawn(0)
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for(var/obj/machinery/shield_gen/gen in range(1, src))
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if(get_dir(src, gen) == src.dir)
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if(!src.anchored && gen.owned_capacitor == src)
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gen.owned_capacitor = null
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break
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else if(src.anchored && !gen.owned_capacitor)
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gen.owned_capacitor = src
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break
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gen.updateDialog()
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updateDialog()
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else
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..()
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/obj/machinery/shield_capacitor/attack_ai(user as mob)
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return src.attack_hand(user)
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/obj/machinery/shield_capacitor/attack_hand(mob/user)
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if(stat & (NOPOWER|BROKEN))
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return
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interact(user)
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/obj/machinery/shield_capacitor/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.unset_machine()
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user << browse(null, "window=shield_capacitor")
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return
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var/t = "<B>Shield Capacitor Control Console</B><br><br>"
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if(locked)
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t += "<i>Swipe your ID card to begin.</i>"
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else
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t += "This capacitor is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
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t += "[time_since_fail > 2 ? "<font color=green>Charging stable.</font>" : "<font color=red>Warning, low charge!</font>"]<br>"
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t += "Charge: [stored_charge] Watts ([100 * stored_charge/max_charge]%)<br>"
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t += "Charge rate: \
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<a href='?src=\ref[src];charge_rate=[-max_charge_rate]'>\[min\]</a> \
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<a href='?src=\ref[src];charge_rate=-1000'>\[--\]</a> \
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<a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[charge_rate] Watts/sec \
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<a href='?src=\ref[src];charge_rate=100'>\[+\]</a> \
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<a href='?src=\ref[src];charge_rate=1000'>\[++\]</a> \
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<a href='?src=\ref[src];charge_rate=[max_charge_rate]'>\[max\]</a><br>"
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t += "<hr>"
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t += "<A href='?src=\ref[src]'>Refresh</A> "
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t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
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user << browse(t, "window=shield_capacitor;size=500x800")
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user.set_machine(src)
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/obj/machinery/shield_capacitor/process()
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//
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if(active)
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use_power = 2
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if(stored_charge + charge_rate > max_charge)
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active_power_usage = max_charge - stored_charge
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else
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active_power_usage = charge_rate
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stored_charge += active_power_usage
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else
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use_power = 1
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time_since_fail++
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if(stored_charge < active_power_usage * 1.5)
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time_since_fail = 0
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/obj/machinery/shield_capacitor/Topic(href, href_list[])
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..()
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if( href_list["close"] )
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usr << browse(null, "window=shield_capacitor")
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usr.unset_machine()
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return
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if( href_list["toggle"] )
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active = !active
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if(active)
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use_power = 2
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else
|
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use_power = 1
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if( href_list["charge_rate"] )
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charge_rate += text2num(href_list["charge_rate"])
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if(charge_rate > max_charge_rate)
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charge_rate = max_charge_rate
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else if(charge_rate < min_charge_rate)
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charge_rate = min_charge_rate
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//
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updateDialog()
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/obj/machinery/shield_capacitor/power_change()
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if(stat & BROKEN)
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icon_state = "broke"
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else
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if( powered() )
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if (src.active)
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icon_state = "capacitor"
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else
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icon_state = "capacitor"
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stat &= ~NOPOWER
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else
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spawn(rand(0, 15))
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src.icon_state = "capacitor"
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stat |= NOPOWER
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/obj/machinery/shield_capacitor/verb/rotate()
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set name = "Rotate capacitor clockwise"
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set category = "Object"
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set src in oview(1)
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if (src.anchored)
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usr << "It is fastened to the floor!"
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return
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src.dir = turn(src.dir, 270)
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return
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@@ -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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||||
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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 = 'code/modules/shieldgen/shielding.dmi'
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||||
icon_state = "generator0"
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||||
var/active = 0
|
||||
var/field_radius = 3
|
||||
var/list/field
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||||
density = 1
|
||||
anchored = 1
|
||||
var/locked = 0
|
||||
var/average_field_strength = 0
|
||||
var/strengthen_rate = 0.2
|
||||
var/max_strengthen_rate = 0.2
|
||||
var/powered = 0
|
||||
var/check_powered = 1
|
||||
var/obj/machinery/shield_capacitor/owned_capacitor
|
||||
var/max_field_strength = 10
|
||||
var/time_since_fail = 100
|
||||
var/energy_conversion_rate = 0.01 //how many renwicks per watt?
|
||||
//
|
||||
use_power = 1 //0 use nothing
|
||||
//1 use idle power
|
||||
//2 use active power
|
||||
idle_power_usage = 20
|
||||
active_power_usage = 100
|
||||
|
||||
/obj/machinery/shield_gen/New()
|
||||
spawn(10)
|
||||
for(var/obj/machinery/shield_capacitor/possible_cap in range(1, src))
|
||||
if(get_dir(possible_cap, src) == possible_cap.dir)
|
||||
owned_capacitor = possible_cap
|
||||
break
|
||||
field = new/list()
|
||||
..()
|
||||
|
||||
/obj/machinery/shield_gen/attackby(obj/item/W, mob/user, params)
|
||||
if(istype(W, /obj/item/weapon/card/id))
|
||||
var/obj/item/weapon/card/id/C = W
|
||||
if(access_captain in C.access || access_security in C.access || access_engine in C.access)
|
||||
src.locked = !src.locked
|
||||
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
|
||||
updateDialog()
|
||||
else
|
||||
user << "\red Access denied."
|
||||
else if(istype(W, /obj/item/weapon/card/emag))
|
||||
if(prob(75))
|
||||
src.locked = !src.locked
|
||||
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
|
||||
updateDialog()
|
||||
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
|
||||
s.set_up(5, 1, src)
|
||||
s.start()
|
||||
|
||||
else if(istype(W, /obj/item/weapon/wrench))
|
||||
src.anchored = !src.anchored
|
||||
src.visible_message("\blue \icon[src] [src] has been [anchored?"bolted to the floor":"unbolted from the floor"] by [user].")
|
||||
|
||||
spawn(0)
|
||||
for(var/obj/machinery/shield_gen/gen in range(1, src))
|
||||
if(get_dir(src, gen) == src.dir)
|
||||
if(!src.anchored && gen.owned_capacitor == src)
|
||||
gen.owned_capacitor = null
|
||||
break
|
||||
else if(src.anchored && !gen.owned_capacitor)
|
||||
gen.owned_capacitor = src
|
||||
break
|
||||
gen.updateDialog()
|
||||
updateDialog()
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/machinery/shield_gen/attack_ai(user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/machinery/shield_gen/attack_hand(mob/user)
|
||||
if(stat & (NOPOWER|BROKEN))
|
||||
return
|
||||
interact(user)
|
||||
|
||||
/obj/machinery/shield_gen/interact(mob/user)
|
||||
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
|
||||
if (!istype(user, /mob/living/silicon))
|
||||
user.unset_machine()
|
||||
user << browse(null, "window=shield_generator")
|
||||
return
|
||||
var/t = "<B>Shield Generator Control Console</B><BR><br>"
|
||||
if(locked)
|
||||
t += "<i>Swipe your ID card to begin.</i>"
|
||||
else
|
||||
t += "[owned_capacitor ? "<font color=green>Charge capacitor connected.</font>" : "<font color=red>Unable to locate charge capacitor!</font>"]<br>"
|
||||
t += "This generator is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
|
||||
t += "[time_since_fail > 2 ? "<font color=green>Field is stable.</font>" : "<font color=red>Warning, field is unstable!</font>"]<br>"
|
||||
t += "Coverage radius (restart required): \
|
||||
<a href='?src=\ref[src];change_radius=-5'>--</a> \
|
||||
<a href='?src=\ref[src];change_radius=-1'>-</a> \
|
||||
[field_radius * 2]m \
|
||||
<a href='?src=\ref[src];change_radius=1'>+</a> \
|
||||
<a href='?src=\ref[src];change_radius=5'>++</a><br>"
|
||||
t += "Overall field strength: [average_field_strength] Renwicks ([max_field_strength ? 100 * average_field_strength / max_field_strength : "NA"]%)<br>"
|
||||
t += "Charge rate: <a href='?src=\ref[src];strengthen_rate=-0.1'>--</a> \
|
||||
<a href='?src=\ref[src];strengthen_rate=-0.01'>-</a> \
|
||||
[strengthen_rate] Renwicks/sec \
|
||||
<a href='?src=\ref[src];strengthen_rate=0.01'>+</a> \
|
||||
<a href='?src=\ref[src];strengthen_rate=0.1'>++</a><br>"
|
||||
t += "Upkeep energy: [field.len * average_field_strength / energy_conversion_rate] Watts/sec<br>"
|
||||
t += "Additional energy required to charge: [field.len * strengthen_rate / energy_conversion_rate] Watts/sec<br>"
|
||||
t += "Maximum field strength: \
|
||||
<a href='?src=\ref[src];max_field_strength=-100'>\[min\]</a> \
|
||||
<a href='?src=\ref[src];max_field_strength=-10'>--</a> \
|
||||
<a href='?src=\ref[src];max_field_strength=-1'>-</a> \
|
||||
[max_field_strength] Renwicks \
|
||||
<a href='?src=\ref[src];max_field_strength=1'>+</a> \
|
||||
<a href='?src=\ref[src];max_field_strength=10'>++</a> \
|
||||
<a href='?src=\ref[src];max_field_strength=100'>\[max\]</a><br>"
|
||||
t += "<hr>"
|
||||
t += "<A href='?src=\ref[src]'>Refresh</A> "
|
||||
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
user << browse(t, "window=shield_generator;size=500x800")
|
||||
user.set_machine(src)
|
||||
|
||||
/obj/machinery/shield_gen/process()
|
||||
|
||||
if(active && field.len)
|
||||
var/stored_renwicks = 0
|
||||
var/target_field_strength = min(strengthen_rate + max(average_field_strength, 0), max_field_strength)
|
||||
if(owned_capacitor)
|
||||
var/required_energy = field.len * target_field_strength / energy_conversion_rate
|
||||
var/assumed_charge = min(owned_capacitor.stored_charge, required_energy)
|
||||
stored_renwicks = assumed_charge * energy_conversion_rate
|
||||
owned_capacitor.stored_charge -= assumed_charge
|
||||
|
||||
time_since_fail++
|
||||
|
||||
average_field_strength = 0
|
||||
target_field_strength = stored_renwicks / field.len
|
||||
|
||||
for(var/obj/effect/energy_field/E in field)
|
||||
if(stored_renwicks)
|
||||
var/strength_change = target_field_strength - E.strength
|
||||
if(strength_change > stored_renwicks)
|
||||
strength_change = stored_renwicks
|
||||
if(E.strength < 0)
|
||||
E.strength = 0
|
||||
else
|
||||
E.Strengthen(strength_change)
|
||||
|
||||
stored_renwicks -= strength_change
|
||||
|
||||
average_field_strength += E.strength
|
||||
else
|
||||
E.Strengthen(-E.strength)
|
||||
|
||||
average_field_strength /= field.len
|
||||
if(average_field_strength < 0)
|
||||
time_since_fail = 0
|
||||
else
|
||||
average_field_strength = 0
|
||||
|
||||
/obj/machinery/shield_gen/Topic(href, href_list[])
|
||||
..()
|
||||
if( href_list["close"] )
|
||||
usr << browse(null, "window=shield_generator")
|
||||
usr.unset_machine()
|
||||
return
|
||||
else if( href_list["toggle"] )
|
||||
toggle()
|
||||
else if( href_list["change_radius"] )
|
||||
field_radius += text2num(href_list["change_radius"])
|
||||
if(field_radius > 200)
|
||||
field_radius = 200
|
||||
else if(field_radius < 0)
|
||||
field_radius = 0
|
||||
else if( href_list["strengthen_rate"] )
|
||||
strengthen_rate += text2num(href_list["strengthen_rate"])
|
||||
if(strengthen_rate > 1)
|
||||
strengthen_rate = 1
|
||||
else if(strengthen_rate < 0)
|
||||
strengthen_rate = 0
|
||||
else if( href_list["max_field_strength"] )
|
||||
max_field_strength += text2num(href_list["max_field_strength"])
|
||||
if(max_field_strength > 1000)
|
||||
max_field_strength = 1000
|
||||
else if(max_field_strength < 0)
|
||||
max_field_strength = 0
|
||||
//
|
||||
updateDialog()
|
||||
|
||||
/obj/machinery/shield_gen/power_change()
|
||||
if(stat & BROKEN)
|
||||
icon_state = "broke"
|
||||
else
|
||||
if( powered() )
|
||||
if (src.active)
|
||||
icon_state = "generator1"
|
||||
else
|
||||
icon_state = "generator0"
|
||||
stat &= ~NOPOWER
|
||||
else
|
||||
spawn(rand(0, 15))
|
||||
src.icon_state = "generator0"
|
||||
stat |= NOPOWER
|
||||
if (src.active)
|
||||
toggle()
|
||||
|
||||
/obj/machinery/shield_gen/ex_act(var/severity)
|
||||
|
||||
if(active)
|
||||
toggle()
|
||||
return ..()
|
||||
|
||||
/*
|
||||
/obj/machinery/shield_gen/proc/check_powered()
|
||||
check_powered = 1
|
||||
if(!anchored)
|
||||
powered = 0
|
||||
return 0
|
||||
var/turf/T = src.loc
|
||||
var/obj/structure/cable/C = T.get_cable_node()
|
||||
var/net
|
||||
if (C)
|
||||
net = C.netnum // find the powernet of the connected cable
|
||||
|
||||
if(!net)
|
||||
powered = 0
|
||||
return 0
|
||||
var/datum/powernet/PN = powernets[net] // find the powernet. Magic code, voodoo code.
|
||||
|
||||
if(!PN)
|
||||
powered = 0
|
||||
return 0
|
||||
var/surplus = max(PN.avail-PN.load, 0)
|
||||
var/shieldload = min(rand(50,200), surplus)
|
||||
if(shieldload==0 && !storedpower) // no cable or no power, and no power stored
|
||||
powered = 0
|
||||
return 0
|
||||
else
|
||||
powered = 1
|
||||
if(PN)
|
||||
storedpower += shieldload
|
||||
PN.load += shieldload //uses powernet power.
|
||||
*/
|
||||
|
||||
/obj/machinery/shield_gen/proc/toggle()
|
||||
active = !active
|
||||
power_change()
|
||||
if(active)
|
||||
var/list/covered_turfs = get_shielded_turfs()
|
||||
var/turf/T = get_turf(src)
|
||||
if(T in covered_turfs)
|
||||
covered_turfs.Remove(T)
|
||||
for(var/turf/O in covered_turfs)
|
||||
var/obj/effect/energy_field/E = new(O)
|
||||
field.Add(E)
|
||||
qdel(covered_turfs)
|
||||
|
||||
for(var/mob/M in view(5,src))
|
||||
M << "\icon[src] You hear heavy droning start up."
|
||||
else
|
||||
for(var/obj/effect/energy_field/D in field)
|
||||
field.Remove(D)
|
||||
qdel(D)
|
||||
|
||||
for(var/mob/M in view(5,src))
|
||||
M << "\icon[src] You hear heavy droning fade out."
|
||||
|
||||
//grab the border tiles in a circle around this machine
|
||||
/obj/machinery/shield_gen/proc/get_shielded_turfs()
|
||||
var/list/out = list()
|
||||
for(var/turf/T in range(field_radius, src))
|
||||
if(get_dist(src,T) == field_radius)
|
||||
out.Add(T)
|
||||
return out
|
||||
@@ -1,42 +0,0 @@
|
||||
|
||||
//---------- external shield generator
|
||||
//generates an energy field that loops around any built up area in space (is useless inside) halts movement and airflow, is blocked by walls, windows, airlocks etc
|
||||
|
||||
/obj/machinery/shield_gen/external/New()
|
||||
..()
|
||||
|
||||
/obj/machinery/shield_gen/external/get_shielded_turfs()
|
||||
var
|
||||
list
|
||||
open = list(get_turf(src))
|
||||
closed = list()
|
||||
|
||||
while(open.len)
|
||||
for(var/turf/T in open)
|
||||
for(var/turf/O in orange(1, T))
|
||||
if(get_dist(O,src) > field_radius)
|
||||
continue
|
||||
var/add_this_turf = 0
|
||||
if(istype(O,/turf/space))
|
||||
for(var/turf/simulated/G in orange(1, O))
|
||||
add_this_turf = 1
|
||||
break
|
||||
|
||||
//uncomment this for structures (but not lattices) to be surrounded by shield as well
|
||||
/*if(!add_this_turf)
|
||||
for(var/obj/structure/S in orange(1, O))
|
||||
if(!istype(S, /obj/structure/lattice))
|
||||
add_this_turf = 1
|
||||
break
|
||||
if(add_this_turf)
|
||||
for(var/obj/structure/S in O)
|
||||
if(!istype(S, /obj/structure/lattice))
|
||||
add_this_turf = 0
|
||||
break*/
|
||||
|
||||
if(add_this_turf && !(O in open) && !(O in closed))
|
||||
open += O
|
||||
open -= T
|
||||
closed += T
|
||||
|
||||
return closed
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 2.4 KiB |
Reference in New Issue
Block a user