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kyunkyunkyun b0463d3c83 Convert most spans to defines (#31080)
* spanish?

* aaaagain

* keep maptext

* Update robot_items.dm

* Update span_defines.dm

* compiles

* Update silicon_mob.dm

* compile
2025-12-13 23:55:48 +00:00

137 lines
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/obj/machinery/field/containment
name = "Containment Field"
desc = "An energy field."
icon = 'icons/obj/singularity.dmi'
icon_state = "Contain_F"
anchored = TRUE
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)
GLOB.tesla_containment += src
/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
GLOB.tesla_containment -= 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(SPAN_WARNING("[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(SPAN_DANGER("[user.name] was shocked by [src]!"), \
SPAN_USERDANGER("Energy pulse detected, system damaged!"), \
SPAN_ITALICS("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