adding reverted files

Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
caelaislinn
2012-06-16 11:42:33 +10:00
parent 5dff5ccc43
commit fc1ef5e4d2
3 changed files with 261 additions and 261 deletions
@@ -1,41 +1,41 @@
//---------- actual energy field
/obj/effect/energy_field
name = "energy field"
desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
icon = 'shielding.dmi'
icon_state = "shieldsparkles"
anchored = 1
layer = 2.1
density = 0
invisibility = 2
var/strength = 0
var/obj/machinery/shield_gen/parent
var/stress = 0
/obj/effect/energy_field/ex_act(var/severity)
Stress(2)
//nothing
/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
if(M)
walk(M,0)
/obj/effect/energy_field/proc/Stress(var/severity)
strength -= severity
stress += severity
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
if(strength < 1)
invisibility = 2
density = 0
/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
//Purpose: Determines if the object (or airflow) can pass this atom.
//Called by: Movement, airflow.
//Inputs: The moving atom (optional), target turf, "height" and air group
//Outputs: Boolean if can pass.
//return (!density || !height || air_group)
return 0
//---------- actual energy field
/obj/effect/energy_field
name = "energy field"
desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
icon = 'shielding.dmi'
icon_state = "shieldsparkles"
anchored = 1
layer = 2.1
density = 0
invisibility = 2
var/strength = 0
var/obj/machinery/shield_gen/parent
var/stress = 0
/obj/effect/energy_field/ex_act(var/severity)
Stress(2)
//nothing
/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
if(M)
walk(M,0)
/obj/effect/energy_field/proc/Stress(var/severity)
strength -= severity
stress += severity
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
if(strength < 1)
invisibility = 2
density = 0
/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
//Purpose: Determines if the object (or airflow) can pass this atom.
//Called by: Movement, airflow.
//Inputs: The moving atom (optional), target turf, "height" and air group
//Outputs: Boolean if can pass.
//return (!density || !height || air_group)
return 0
@@ -1,64 +1,64 @@
//---------- 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
for(var/obj/structure/S in orange(1, O))
add_this_turf = 1
break
for(var/obj/structure/S in O)
add_this_turf = 0
break
if(add_this_turf && !(O in open) && !(O in closed))
open += O
open -= T
closed += T
return closed
/obj/machinery/shield_gen/external/process()
/*if(stat & (NOPOWER|BROKEN))
return*/
if(!active)
return
/*spawn(100)
power()*/
/*if(src.active >= 1)
if(src.power == 0)
src.visible_message("\red The [src.name] shuts down due to lack of power!", \
"You hear heavy droning fade out")
icon_state = "generator0"
src.active = 0*/
..()
/obj/item/weapon/circuitboard/shield_gen/external
name = "Circuit Board (External Shield Generator)"
build_path = "/obj/machinery/shield_gen/external"
board_type = "machine"
origin_tech = "electromagnetic=3;engineering=2;power=1"
frame_desc = "Requires, 2 Cable Coil, 2 Nano Manipulator, 1 Advanced Matter Bin, 1 Console Screen and 1 High-Power Micro-Laser. "
req_components = list(
"/obj/item/weapon/cable_coil" = 2,
"/obj/item/weapon/stock_parts/manipulator/nano" = 2,
"/obj/item/weapon/stock_parts/matter_bin/adv" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/stock_parts/micro_laser/high" = 1)
//---------- 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
for(var/obj/structure/S in orange(1, O))
add_this_turf = 1
break
for(var/obj/structure/S in O)
add_this_turf = 0
break
if(add_this_turf && !(O in open) && !(O in closed))
open += O
open -= T
closed += T
return closed
/obj/machinery/shield_gen/external/process()
/*if(stat & (NOPOWER|BROKEN))
return*/
if(!active)
return
/*spawn(100)
power()*/
/*if(src.active >= 1)
if(src.power == 0)
src.visible_message("\red The [src.name] shuts down due to lack of power!", \
"You hear heavy droning fade out")
icon_state = "generator0"
src.active = 0*/
..()
/obj/item/weapon/circuitboard/shield_gen/external
name = "Circuit Board (External Shield Generator)"
build_path = "/obj/machinery/shield_gen/external"
board_type = "machine"
origin_tech = "electromagnetic=3;engineering=2;power=1"
frame_desc = "Requires, 2 Cable Coil, 2 Nano Manipulator, 1 Advanced Matter Bin, 1 Console Screen and 1 High-Power Micro-Laser. "
req_components = list(
"/obj/item/weapon/cable_coil" = 2,
"/obj/item/weapon/stock_parts/manipulator/nano" = 2,
"/obj/item/weapon/stock_parts/matter_bin/adv" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/stock_parts/micro_laser/high" = 1)
@@ -1,156 +1,156 @@
//---------- shield capacitor
//pulls energy out of a power net and charges an adjacent generator
/obj/machinery/shield_capacitor
name = "shield capacitor"
desc = "Machine that charges a shield generator."
icon = 'shielding.dmi'
icon_state = "capacitor"
var/active = 1
density = 1
anchored = 1
var/obj/machinery/shield_gen/target_generator
var/stored_charge = 0
var/time_since_fail = 100
var/max_charge = 1000000
var/max_charge_rate = 100000
var/min_charge_rate = 0
var/locked = 0
//
use_power = 1 //0 use nothing
//1 use idle power
//2 use active power
idle_power_usage = 10
active_power_usage = 100
var/charge_rate = 100
/obj/machinery/shield_capacitor/New()
..()
target_generator = locate() in get_step(src,dir)
if(target_generator && !target_generator.owned_capacitor)
target_generator.owned_capacitor = src
/*spawn(10)
check_powered()*/
/obj/machinery/shield_capacitor/power_change()
if(stat & BROKEN)
icon_state = "broke"
else
if( powered() )
if (src.active)
icon_state = "capacitor"
else
icon_state = "capacitor"
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "capacitor"
stat |= NOPOWER
/obj/machinery/shield_capacitor/process()
//
if(active)
use_power = 2
if(stored_charge + charge_rate > max_charge)
active_power_usage = max_charge - stored_charge
else
active_power_usage = charge_rate
stored_charge += active_power_usage
else
use_power = 1
time_since_fail++
if(stored_charge < active_power_usage * 1.5)
time_since_fail = 0
//
updateDialog()
/obj/machinery/shield_capacitor/attackby(obj/item/W, mob/user)
/*if(istype(W, /obj/item/weapon/wrench))
if(active)
user << "Turn off the field generator first."
return
else if(state == 0)
state = 1
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user << "You secure the external reinforcing bolts to the floor."
src.anchored = 1
return
else if(state == 1)
state = 0
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user << "You undo the external reinforcing bolts."
src.anchored = 0
return*/
if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if (src.allowed(user))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
else
user << "\red Access denied."
else
src.add_fingerprint(user)
user << "\red You hit the [src.name] with your [W.name]!"
for(var/mob/M in viewers(src))
if(M == user) continue
M.show_message("\red The [src.name] has been hit with the [W.name] by [user.name]!")
/obj/machinery/shield_capacitor/attack_hand(mob/user as mob)
interact(user)
src.add_fingerprint(user)
/obj/machinery/shield_capacitor/Topic(href, href_list[])
..()
if( href_list["close"] )
usr << browse(null, "window=shield_capacitor")
usr.machine = null
return
if( href_list["toggle"] )
active = !active
if(active)
use_power = 2
else
use_power = 1
if( href_list["charge_rate"] )
charge_rate += text2num(href_list["charge_rate"])
if(charge_rate > max_charge_rate)
charge_rate = max_charge_rate
else if(charge_rate < min_charge_rate)
charge_rate = min_charge_rate
//
updateDialog()
/obj/machinery/shield_capacitor/proc/interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=shield_capacitor")
return
var/t = "<B>Shield Capacitor Control Console</B><BR>"
t += "[target_generator ? "<font color=green>Shield generator connected.</font>" : "<font color=red>Unable to locate shield generator!</font>"]<br>"
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>"
t += "[time_since_fail > 2 ? "<font color=green>Charging stable.</font>" : "<font color=red>Warning, low charge!</font>"]<br>"
t += "Capacitor charge: [stored_charge] Watts ([100 * stored_charge/max_charge]%)<br>"
t += "Capacitor charge rate (approx): <a href='?src=\ref[src];charge_rate=[-max_charge_rate]'>\[min\]</a> <a href='?src=\ref[src];charge_rate=-1000'>\[--\]</a> <a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[charge_rate] Watts/sec <a href='?src=\ref[src];charge_rate=100'>\[+\]</a> <a href='?src=\ref[src];charge_rate=1000'>\[++\]</a> <a href='?src=\ref[src];charge_rate=[max_charge_rate]'>\[max\]</a><br>"
t += "<hr>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=shield_capacitor;size=500x800")
user.machine = src
/obj/item/weapon/circuitboard/shield_capacitor
name = "Circuit Board (Shield Capacitor)"
build_path = "/obj/machinery/shield_capacitor"
board_type = "machine"
origin_tech = "electromagnetic=3;engineering=2;power=1"
frame_desc = "Requires, 2 Cable Coil, 2 Nano Manipulator, 1 Advanced Matter Bin, 1 Console Screen and 1 High-Power Micro-Laser. "
req_components = list(
"/obj/item/weapon/cable_coil" = 2,
"/obj/item/weapon/stock_parts/manipulator/nano" = 2,
"/obj/item/weapon/stock_parts/matter_bin/adv" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/stock_parts/micro_laser/high" = 1)
//---------- shield capacitor
//pulls energy out of a power net and charges an adjacent generator
/obj/machinery/shield_capacitor
name = "shield capacitor"
desc = "Machine that charges a shield generator."
icon = 'shielding.dmi'
icon_state = "capacitor"
var/active = 1
density = 1
anchored = 1
var/obj/machinery/shield_gen/target_generator
var/stored_charge = 0
var/time_since_fail = 100
var/max_charge = 1000000
var/max_charge_rate = 100000
var/min_charge_rate = 0
var/locked = 0
//
use_power = 1 //0 use nothing
//1 use idle power
//2 use active power
idle_power_usage = 10
active_power_usage = 100
var/charge_rate = 100
/obj/machinery/shield_capacitor/New()
..()
target_generator = locate() in get_step(src,dir)
if(target_generator && !target_generator.owned_capacitor)
target_generator.owned_capacitor = src
/*spawn(10)
check_powered()*/
/obj/machinery/shield_capacitor/power_change()
if(stat & BROKEN)
icon_state = "broke"
else
if( powered() )
if (src.active)
icon_state = "capacitor"
else
icon_state = "capacitor"
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "capacitor"
stat |= NOPOWER
/obj/machinery/shield_capacitor/process()
//
if(active)
use_power = 2
if(stored_charge + charge_rate > max_charge)
active_power_usage = max_charge - stored_charge
else
active_power_usage = charge_rate
stored_charge += active_power_usage
else
use_power = 1
time_since_fail++
if(stored_charge < active_power_usage * 1.5)
time_since_fail = 0
//
updateDialog()
/obj/machinery/shield_capacitor/attackby(obj/item/W, mob/user)
/*if(istype(W, /obj/item/weapon/wrench))
if(active)
user << "Turn off the field generator first."
return
else if(state == 0)
state = 1
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user << "You secure the external reinforcing bolts to the floor."
src.anchored = 1
return
else if(state == 1)
state = 0
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user << "You undo the external reinforcing bolts."
src.anchored = 0
return*/
if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if (src.allowed(user))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
else
user << "\red Access denied."
else
src.add_fingerprint(user)
user << "\red You hit the [src.name] with your [W.name]!"
for(var/mob/M in viewers(src))
if(M == user) continue
M.show_message("\red The [src.name] has been hit with the [W.name] by [user.name]!")
/obj/machinery/shield_capacitor/attack_hand(mob/user as mob)
interact(user)
src.add_fingerprint(user)
/obj/machinery/shield_capacitor/Topic(href, href_list[])
..()
if( href_list["close"] )
usr << browse(null, "window=shield_capacitor")
usr.machine = null
return
if( href_list["toggle"] )
active = !active
if(active)
use_power = 2
else
use_power = 1
if( href_list["charge_rate"] )
charge_rate += text2num(href_list["charge_rate"])
if(charge_rate > max_charge_rate)
charge_rate = max_charge_rate
else if(charge_rate < min_charge_rate)
charge_rate = min_charge_rate
//
updateDialog()
/obj/machinery/shield_capacitor/proc/interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=shield_capacitor")
return
var/t = "<B>Shield Capacitor Control Console</B><BR>"
t += "[target_generator ? "<font color=green>Shield generator connected.</font>" : "<font color=red>Unable to locate shield generator!</font>"]<br>"
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>"
t += "[time_since_fail > 2 ? "<font color=green>Charging stable.</font>" : "<font color=red>Warning, low charge!</font>"]<br>"
t += "Capacitor charge: [stored_charge] Watts ([100 * stored_charge/max_charge]%)<br>"
t += "Capacitor charge rate (approx): <a href='?src=\ref[src];charge_rate=[-max_charge_rate]'>\[min\]</a> <a href='?src=\ref[src];charge_rate=-1000'>\[--\]</a> <a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[charge_rate] Watts/sec <a href='?src=\ref[src];charge_rate=100'>\[+\]</a> <a href='?src=\ref[src];charge_rate=1000'>\[++\]</a> <a href='?src=\ref[src];charge_rate=[max_charge_rate]'>\[max\]</a><br>"
t += "<hr>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=shield_capacitor;size=500x800")
user.machine = src
/obj/item/weapon/circuitboard/shield_capacitor
name = "Circuit Board (Shield Capacitor)"
build_path = "/obj/machinery/shield_capacitor"
board_type = "machine"
origin_tech = "electromagnetic=3;engineering=2;power=1"
frame_desc = "Requires, 2 Cable Coil, 2 Nano Manipulator, 1 Advanced Matter Bin, 1 Console Screen and 1 High-Power Micro-Laser. "
req_components = list(
"/obj/item/weapon/cable_coil" = 2,
"/obj/item/weapon/stock_parts/manipulator/nano" = 2,
"/obj/item/weapon/stock_parts/matter_bin/adv" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/stock_parts/micro_laser/high" = 1)