Updates emergency and wall shield power usage

This commit is contained in:
mwerezak
2014-08-10 00:39:57 -04:00
parent 47b32122d4
commit a08204fc16
+120 -74
View File
@@ -1,14 +1,16 @@
/obj/machinery/shield
name = "Emergency energy shield"
desc = "An energy shield used to contain hull breaches."
icon = 'icons/effects/effects.dmi'
icon_state = "shield-old"
density = 1
opacity = 0
anchored = 1
unacidable = 1
var/const/max_health = 200
var/health = max_health //The shield can only take so much beating (prevents perma-prisons)
name = "Emergency energy shield"
desc = "An energy shield used to contain hull breaches."
icon = 'icons/effects/effects.dmi'
icon_state = "shield-old"
density = 1
opacity = 0
anchored = 1
unacidable = 1
var/const/max_health = 200
var/health = max_health //The shield can only take so much beating (prevents perma-prisons)
var/shield_generate_power = 7500 //how much power we use when regenerating
var/shield_idle_power = 1500 //how much power we use when just being sustained.
/obj/machinery/shield/New()
src.dir = pick(1,2,3,4)
@@ -136,22 +138,26 @@
/obj/machinery/shieldgen
name = "Emergency shield projector"
desc = "Used to seal minor hull breaches."
icon = 'icons/obj/objects.dmi'
icon_state = "shieldoff"
density = 1
opacity = 0
anchored = 0
pressure_resistance = 2*ONE_ATMOSPHERE
req_access = list(access_engine)
var/const/max_health = 100
var/health = max_health
var/active = 0
var/malfunction = 0 //Malfunction causes parts of the shield to slowly dissapate
var/list/deployed_shields = list()
var/is_open = 0 //Whether or not the wires are exposed
var/locked = 0
name = "Emergency shield projector"
desc = "Used to seal minor hull breaches."
icon = 'icons/obj/objects.dmi'
icon_state = "shieldoff"
density = 1
opacity = 0
anchored = 0
pressure_resistance = 2*ONE_ATMOSPHERE
req_access = list(access_engine)
var/const/max_health = 100
var/health = max_health
var/active = 0
var/malfunction = 0 //Malfunction causes parts of the shield to slowly dissapate
var/list/deployed_shields = list()
var/list/regenerating = list()
var/is_open = 0 //Whether or not the wires are exposed
var/locked = 0
var/check_delay = 60 //periodically recheck if we need to rebuild a shield
use_power = 0
idle_power_usage = 0
/obj/machinery/shieldgen/Del()
for(var/obj/machinery/shield/shield_tile in deployed_shields)
@@ -165,10 +171,12 @@
src.active = 1
update_icon()
for(var/turf/target_tile in range(2, src))
if (istype(target_tile,/turf/space) && !(locate(/obj/machinery/shield) in target_tile))
if (malfunction && prob(33) || !malfunction)
deployed_shields += new /obj/machinery/shield(target_tile)
create_shields()
idle_power_usage = 0
for(var/obj/machinery/shield/shield_tile in deployed_shields)
idle_power_usage += shield_tile.shield_idle_power
update_use_power(1)
/obj/machinery/shieldgen/proc/shields_down()
if(!active) return 0 //If it's already off, how did this get called?
@@ -178,13 +186,39 @@
for(var/obj/machinery/shield/shield_tile in deployed_shields)
del(shield_tile)
update_use_power(0)
/obj/machinery/shieldgen/proc/create_shields()
for(var/turf/target_tile in range(2, src))
if (istype(target_tile,/turf/space) && !(locate(/obj/machinery/shield) in target_tile))
if (malfunction && prob(33) || !malfunction)
var/obj/machinery/shield/S = new/obj/machinery/shield(target_tile)
deployed_shields += S
use_power(S.shield_generate_power)
/obj/machinery/shieldgen/process()
if(malfunction && active)
if (!active)
return
if(malfunction)
if(deployed_shields.len && prob(5))
del(pick(deployed_shields))
return
else
if (check_delay <= 0)
create_shields()
var/new_power_usage = 0
for(var/obj/machinery/shield/shield_tile in deployed_shields)
new_power_usage += shield_tile.shield_idle_power
if (new_power_usage != idle_power_usage)
idle_power_usage = new_power_usage
use_power(0)
check_delay = 60
else
check_delay--
/obj/machinery/shieldgen/proc/checkhp()
if(health <= 30)
@@ -314,7 +348,6 @@
return
////FIELD GEN START //shameless copypasta from fieldgen, powersink, and grille
#define maxstoredpower 500
/obj/machinery/shieldwallgen
name = "Shield Generator"
desc = "A shield generator."
@@ -337,34 +370,10 @@
var/obj/structure/cable/attached // the attached cable
var/storedpower = 0
flags = FPRINT | CONDUCT
use_power = 0
/obj/machinery/shieldwallgen/proc/power()
if(!anchored)
power = 0
return 0
var/turf/T = src.loc
var/obj/structure/cable/C = T.get_cable_node()
var/datum/powernet/PN
if(C) PN = C.powernet // find the powernet of the connected cable
if(!PN)
power = 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
power = 0
return 0
else
power = 1 // IVE GOT THE POWER!
if(PN) //runtime errors fixer. They were caused by PN.newload trying to access missing network in case of working on stored power.
storedpower += shieldload
PN.newload += shieldload //uses powernet power.
// message_admins("[PN.load]", 1)
// use_power(250) //uses APC power
//There have to be at least two posts, so these are effectively doubled
var/power_draw = 30000 //30 kW. How much power is drawn from powernet. Increase this to allow the generator to sustain longer shields, at the cost of more power draw.
var/max_stored_power = 50000 //50 kW
use_power = 0 //Draws directly from power net. Does not use APC power.
/obj/machinery/shieldwallgen/attack_hand(mob/user as mob)
if(state != 1)
@@ -393,13 +402,42 @@
"You hear heavy droning.")
src.add_fingerprint(user)
/obj/machinery/shieldwallgen/proc/power()
if(!anchored)
power = 0
return 0
var/turf/T = src.loc
var/obj/structure/cable/C = T.get_cable_node()
var/datum/powernet/PN
if(C) PN = C.powernet // find the powernet of the connected cable
if(!PN)
power = 0
return 0
var/surplus = max(PN.avail-PN.load, 0)
var/shieldload = between(500, max_stored_power - storedpower, power_draw) //what we draw
shieldload = min(shieldload, surplus) //what we actually get
if (shieldload)
power = 1 // IVE GOT THE POWER!
if(PN) //runtime errors fixer. They were caused by PN.newload trying to access missing network in case of working on stored power.
storedpower += shieldload
PN.newload += shieldload //use powernet power.
//If we're still in the red, then there must not be enough available power to cover our load.
if(storedpower <= 0)
power = 0
return 0
/obj/machinery/shieldwallgen/process()
spawn(100)
power()
if(power)
storedpower -= 50 //this way it can survive longer and survive at all
if(storedpower >= maxstoredpower)
storedpower = maxstoredpower
storedpower -= 2500 //the generator post itself uses some power
if(storedpower >= max_stored_power)
storedpower = max_stored_power
if(storedpower <= 0)
storedpower = 0
// if(shieldload >= maxshieldload) //there was a loop caused by specifics of process(), so this was needed.
@@ -528,7 +566,7 @@
..()
/obj/machinery/shieldwallgen/bullet_act(var/obj/item/projectile/Proj)
storedpower -= Proj.damage
storedpower -= 400 * Proj.damage
..()
return
@@ -551,13 +589,21 @@
var/mob/U
var/obj/machinery/shieldwallgen/gen_primary
var/obj/machinery/shieldwallgen/gen_secondary
var/power_usage = 2500 //how much power it takes to sustain the shield
var/generate_power_usage = 7500 //how much power it takes to start up the shield
/obj/machinery/shieldwall/New(var/obj/machinery/shieldwallgen/A, var/obj/machinery/shieldwallgen/B)
..()
src.gen_primary = A
src.gen_secondary = B
if(A && B)
if(A && B && A.active && B.active)
needs_power = 1
if(prob(50))
A.storedpower -= generate_power_usage
else
B.storedpower -= generate_power_usage
else
del(src) //need at least two generator posts
/obj/machinery/shieldwall/attack_hand(mob/user as mob)
return
@@ -572,11 +618,11 @@
if(!(gen_primary.active)||!(gen_secondary.active))
del(src)
return
//
if(prob(50))
gen_primary.storedpower -= 10
gen_primary.storedpower -= power_usage
else
gen_secondary.storedpower -=10
gen_secondary.storedpower -= power_usage
/obj/machinery/shieldwall/bullet_act(var/obj/item/projectile/Proj)
@@ -586,7 +632,7 @@
G = gen_primary
else
G = gen_secondary
G.storedpower -= Proj.damage
G.storedpower -= 400 * Proj.damage
..()
return
@@ -600,21 +646,21 @@
G = gen_primary
else
G = gen_secondary
G.storedpower -= 200
G.storedpower -= 120000
if(2.0) //medium boom
if(prob(50))
G = gen_primary
else
G = gen_secondary
G.storedpower -= 50
G.storedpower -= 30000
if(3.0) //lil boom
if(prob(50))
G = gen_primary
else
G = gen_secondary
G.storedpower -= 20
G.storedpower -= 12000
return