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S.P.L.U.R.T-Station-13/code/game/objects/items/devices/forcefieldprojector.dm
Solaris-Shade 2fdb70b2b9 [DNM][DNM][WIP] Projectile backend code port and update
Ports#54924,  #65061, #59804 from /tg.
adds auxiliary code from /tg to make code work.
2022-03-06 15:20:23 -05:00

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/obj/item/forcefield_projector
name = "forcefield projector"
desc = "An experimental device that can create several forcefields at a short distance."
icon = 'icons/obj/device.dmi'
icon_state = "signmaker_forcefield"
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = NOBLUDGEON
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
custom_materials = list(/datum/material/iron=250, /datum/material/glass=500)
var/max_shield_integrity = 100
var/shield_integrity = 250
var/max_fields = 3
var/list/current_fields
var/field_distance_limit = 2
/obj/item/forcefield_projector/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(!check_allowed_items(target, 1))
return
if(istype(target, /obj/structure/projected_forcefield))
var/obj/structure/projected_forcefield/F = target
if(F.generator == src)
to_chat(user, "<span class='notice'>You deactivate [F].</span>")
qdel(F)
return
var/turf/T = get_turf(target)
if(T.density)
return
if(get_dist(T,src) > field_distance_limit)
return
if(LAZYLEN(current_fields) >= max_fields)
to_chat(user, "<span class='notice'>[src] cannot sustain any more forcefields!</span>")
return
var/obj/structure/projected_forcefield/same = locate() in T
if(same)
to_chat(user, "<span class='notice'>There is already a forcefield on [T]!</span>")
return
playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
user.visible_message("<span class='warning'>[user] projects a forcefield!</span>","<span class='notice'>You project a forcefield.</span>")
var/obj/structure/projected_forcefield/F = new(T, src)
current_fields += F
user.DelayNextAction(CLICK_CD_MELEE)
/obj/item/forcefield_projector/attack_self(mob/user)
if(LAZYLEN(current_fields))
to_chat(user, "<span class='notice'>You deactivate [src], disabling all active forcefields.</span>")
for(var/obj/structure/projected_forcefield/F in current_fields)
qdel(F)
/obj/item/forcefield_projector/examine(mob/user)
. = ..()
var/percent_charge = round((shield_integrity/max_shield_integrity)*100)
. += "<span class='notice'>It is currently sustaining [LAZYLEN(current_fields)]/[max_fields] fields, and it's [percent_charge]% charged.</span>"
/obj/item/forcefield_projector/Initialize(mapload)
. = ..()
current_fields = list()
START_PROCESSING(SSobj, src)
/obj/item/forcefield_projector/Destroy()
STOP_PROCESSING(SSobj, src)
for(var/i in current_fields)
qdel(i)
return ..()
/obj/item/forcefield_projector/process()
if(!LAZYLEN(current_fields))
shield_integrity = min(shield_integrity + 4, max_shield_integrity)
else
shield_integrity = max(shield_integrity - LAZYLEN(current_fields), 0) //fields degrade slowly over time
for(var/obj/structure/projected_forcefield/F in current_fields)
if(shield_integrity <= 0 || get_dist(F,src) > field_distance_limit)
qdel(F)
/obj/structure/projected_forcefield
name = "forcefield"
desc = "A glowing barrier, generated by a projector nearby. It could be overloaded if hit enough times."
icon = 'icons/effects/effects.dmi'
icon_state = "forcefield"
layer = ABOVE_ALL_MOB_LAYER
anchored = TRUE
density = TRUE
pass_flags_self = PASSGLASS
mouse_opacity = MOUSE_OPACITY_OPAQUE
resistance_flags = INDESTRUCTIBLE
CanAtmosPass = ATMOS_PASS_DENSITY
armor = list("melee" = 0, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
var/obj/item/forcefield_projector/generator
/obj/structure/projected_forcefield/Initialize(mapload, obj/item/forcefield_projector/origin)
. = ..()
generator = origin
/obj/structure/projected_forcefield/Destroy()
visible_message("<span class='warning'>[src] flickers and disappears!</span>")
playsound(src,'sound/weapons/resonator_blast.ogg',25,1)
generator.current_fields -= src
generator = null
return ..()
/obj/structure/projected_forcefield/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
playsound(loc, 'sound/weapons/egloves.ogg', 80, 1)
/obj/structure/projected_forcefield/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
if(sound_effect)
play_attack_sound(damage_amount, damage_type, damage_flag)
generator.shield_integrity = max(generator.shield_integrity - damage_amount, 0)