//renwicks: fictional unit to describe shield strength //a small meteor hit will deduct 1 renwick of strength from that shield tile //light explosion range will do 1 renwick's damage //medium explosion range will do 2 renwick's damage //heavy explosion range will do 3 renwick's damage //explosion damage is cumulative. if a tile is in range of light, medium and heavy damage, it will take a hit from all three /obj/machinery/shield_gen name = "shield generator" desc = "Machine that generates an impenetrable field of energy when activated." icon = 'shielding.dmi' icon_state = "generator0" var/active = 0 var/field_radius = 3 var/list/field 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? var/flicker_shield_glitch = 1 //shield is slightly faulty, and flickers // 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() ..() field = new/list() for(var/obj/machinery/shield_capacitor/possible_cap in range(1)) if(get_dir(possible_cap, src) == possible_cap.dir) owned_capacitor = possible_cap break /*spawn(10) check_powered()*/ //copied from a copypaste. DRY, right? /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.newload += shieldload //uses powernet power. */ /obj/machinery/shield_gen/process() if(!owned_capacitor) for(var/obj/machinery/shield_capacitor/possible_cap in range(1)) if(get_dir(possible_cap, src) == possible_cap.dir) owned_capacitor = possible_cap break if(active && field.len) var/stored_renwicks = 0 var/target_field_strength = min(average_field_strength + strengthen_rate, max_field_strength) if(owned_capacitor) var/assumed_charge = min(owned_capacitor.stored_charge, (target_field_strength / energy_conversion_rate) * field.len) 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 if(!flicker_shield_glitch) for(var/obj/effect/energy_field/E in field) //check to see if the shield is strengthening or failing if(E.strength > target_field_strength) E.strength = target_field_strength else if(E.strength + strengthen_rate > target_field_strength) E.strength = target_field_strength else E.strength += strengthen_rate if(stored_renwicks - E.strength < 0) E.strength = stored_renwicks stored_renwicks -= E.strength average_field_strength += E.strength //check if the current shield tile has enough energy to maintain itself if(E.strength >= 1) E.density = 1 E.invisibility = 0 else E.density = 0 E.invisibility = 2 else //the flicker shield glitch is an intersting quirk in 'older' and/or faulty shielding models //basically, it strengthens the shields continuously until it can no longer sustain them... then it drops out for a few seconds and starts again //this makes the shield 'flicker' every now and then until it stabilises //when this glitch is fixed, shields will only be charged as much as is sustainable for(var/obj/effect/energy_field/E in field) //check to see if the shield is strengthening or failing if(E.strength < target_field_strength) E.strength += strengthen_rate retry: if(stored_renwicks - E.strength < 0) if(owned_capacitor.stored_charge > 0) var/emergency_renwicks = min(E.strength, owned_capacitor.stored_charge * energy_conversion_rate) owned_capacitor.stored_charge -= emergency_renwicks / energy_conversion_rate stored_renwicks += emergency_renwicks goto retry else E.strength = stored_renwicks stored_renwicks -= E.strength average_field_strength += E.strength //check if the current shield tile has enough energy to maintain itself if(E.strength >= 1) E.density = 1 E.invisibility = 0 else E.density = 0 E.invisibility = 2 //add any leftover charge back to the capacitor if(owned_capacitor && stored_renwicks >= 0) owned_capacitor.stored_charge += stored_renwicks / energy_conversion_rate average_field_strength /= field.len if(average_field_strength < 0) time_since_fail = 0 else average_field_strength = 0 // updateDialog() /obj/machinery/shield_gen/attack_hand(mob/user as mob) interact(user) src.add_fingerprint(user) /obj/machinery/shield_gen/attackby(obj/item/W, mob/user) 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_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/proc/toggle() active = !active power_change() if(active) var/list/covered_turfs = get_shielded_turfs() if(get_turf(src) in covered_turfs) covered_turfs.Remove(get_turf(src)) for(var/turf/O in covered_turfs) var/obj/effect/energy_field/E = new(O) field.Add(E) del 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) del D for(var/mob/M in view(5,src)) M << "\icon[src] You hear heavy droning fade out." /obj/machinery/shield_gen/Topic(href, href_list[]) ..() if( href_list["close"] ) usr << browse(null, "window=shield_generator") usr.machine = null 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 > 0.2) strengthen_rate = 0.2 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/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_generator") return var/t = "Shield Generator Control Console
" t += "[owned_capacitor ? "Charge capacitor connected." : "Unable to locate charge capacitor!"]
" t += "This generator is: [active ? "Online" : "Offline" ] [active ? "\[Deactivate\]" : "\[Activate\]"]
" t += "[time_since_fail > 2 ? "Field is stable." : "Warning, field is unstable!"]
" t += "Coverage radius (generator will need a restart to take effect): -- - [field_radius * 2]m + ++
" t += "Overall field strength: [average_field_strength] Renwicks ([100 * average_field_strength / max_field_strength]%)
" t += "Charge consumption: [( (min(average_field_strength + strengthen_rate, max_field_strength)) / energy_conversion_rate) * field.len] Watts/sec
" t += "Field charge rate (approx): -- -[strengthen_rate] Renwicks/sec + ++
" t += "Maximum field strength (avg across field): \[min\] -- -[max_field_strength] Renwicks + ++ \[max\]
" t += "
" t += "Close
" user << browse(t, "window=shield_generator;size=500x800") user.machine = src /obj/machinery/shield_gen/proc/get_shielded_turfs() return list() /obj/machinery/shield_gen/ex_act(var/severity) if(active) toggle() return ..()