/obj/machinery/field/containment name = "Containment Field" desc = "An energy field." icon = 'icons/obj/singularity.dmi' icon_state = "Contain_F" anchored = TRUE density = FALSE move_resist = INFINITY resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF flags_2 = RAD_NO_CONTAMINATE_2 power_state = NO_POWER_USE light_range = 4 layer = OBJ_LAYER + 0.1 var/obj/machinery/field/generator/FG1 = null var/obj/machinery/field/generator/FG2 = null /obj/machinery/field/containment/Initialize(mapload) . = ..() var/static/list/loc_connections = list( COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered) ) AddElement(/datum/element/connect_loc, loc_connections) /obj/machinery/field/containment/Destroy() if(FG1)// These checks are mostly in case a field is spawned in by accident. FG1.fields -= src if(FG2) FG2.fields -= src return ..() /obj/machinery/field/containment/attack_hand(mob/user) if(get_dist(src, user) > 1) return 0 else shock_field(user) return 1 /obj/machinery/field/containment/item_interaction(mob/living/user, obj/item/used, list/modifiers) shock(user) return ITEM_INTERACT_COMPLETE /obj/machinery/field/containment/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BURN) playsound(loc, 'sound/effects/empulse.ogg', 75, TRUE) if(BRUTE) playsound(loc, 'sound/effects/empulse.ogg', 75, TRUE) /obj/machinery/field/containment/blob_act(obj/structure/blob/B) return FALSE /obj/machinery/field/containment/ex_act(severity) return 0 /obj/machinery/field/containment/attack_animal(mob/living/simple_animal/M) if(!FG1 || !FG2) qdel(src) return if(ismegafauna(M)) M.visible_message("[M] glows fiercely as the containment field flickers out!") FG1.calc_energy(INFINITY) //rip that 'containment' field M.adjustHealth(-M.obj_damage) else ..() /obj/machinery/field/containment/proc/on_atom_entered(datum/source, atom/movable/entered) if(isliving(entered)) shock_field(entered) if(ismachinery(entered) || isstructure(entered) || ismecha(entered)) bump_field(entered) /obj/machinery/field/containment/proc/set_master(master1, master2) if(!master1 || !master2) return 0 FG1 = master1 FG2 = master2 return 1 /obj/machinery/field/containment/shock_field(mob/living/user) if(!FG1 || !FG2) qdel(src) return 0 ..() /obj/machinery/field/containment/Move() qdel(src) // Abstract Field Class // Used for overriding certain procs /obj/machinery/field 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. /obj/machinery/field/CanPass(atom/movable/mover, border_dir) if(hasShocked) return 0 if(isliving(mover)) // Don't let mobs through shock_field(mover) return 0 if(ismachinery(mover) || isstructure(mover) || ismecha(mover)) bump_field(mover) return 0 return ..() /obj/machinery/field/proc/shock_field(mob/living/user) if(isliving(user)) var/shock_damage = min(rand(30, 40), rand(30, 40)) if(isliving(user) && !issilicon(user)) var/stun = (min(shock_damage, 15)) STATUS_EFFECT_CONSTANT user.Weaken(stun) user.electrocute_act(shock_damage, src, 1) else if(issilicon(user)) if(prob(20)) user.Stun(4 SECONDS) user.take_overall_damage(0, shock_damage) user.visible_message("[user.name] was shocked by [src]!", \ "Energy pulse detected, system damaged!", \ "You hear an electrical crack.") user.updatehealth() bump_field(user) /obj/machinery/field/proc/bump_field(atom/movable/AM as mob|obj) if(hasShocked) return 0 hasShocked = 1 do_sparks(5, 1, AM.loc) var/atom/target = get_edge_target_turf(AM, get_dir(src, get_step_away(AM, src))) AM.throw_at(target, 200, 4) spawn(5) hasShocked = 0