Files
fulpstation/code/modules/power/singularity/field_generator.dm
Jeremiah Cooley 666b513c0e Field Generators block gasses and shield floors from melting (#46971)
About The Pull Request

Allows Field Generators and their containment fields to block Gasses when active. Field Generators now project shielding over the floor that prevents melting. Intended as a prelude to making turfs melt easier under high heat.
Why It's Good For The Game

Allows for setting up safe gas containment with some risk for containment breach.
Changelog

cl Jdawg1290
balance: Field Generators now block gasses and shield floors from melting when active
/cl
2019-10-26 21:09:33 +13:00

410 lines
13 KiB
Plaintext

/*
field_generator power level display
The icon used for the field_generator need to have 'num_power_levels' number of icon states
named 'Field_Gen +p[num]' where 'num' ranges from 1 to 'num_power_levels'
The power level is displayed using overlays. The current displayed power level is stored in 'powerlevel'.
The overlay in use and the powerlevel variable must be kept in sync. A powerlevel equal to 0 means that
no power level overlay is currently in the overlays list.
-Aygar
*/
#define field_generator_max_power 250
#define FG_OFFLINE 0
#define FG_CHARGING 1
#define FG_ONLINE 2
//field generator construction defines
#define FG_UNSECURED 0
#define FG_SECURED 1
#define FG_WELDED 2
/obj/machinery/field/generator
name = "field generator"
desc = "A large thermal battery that projects a high amount of energy when powered."
icon = 'icons/obj/machines/field_generator.dmi'
icon_state = "Field_Gen"
anchored = FALSE
density = TRUE
use_power = NO_POWER_USE
max_integrity = 500
CanAtmosPass = ATMOS_PASS_YES
//100% immune to lasers and energy projectiles since it absorbs their energy.
armor = list("melee" = 25, "bullet" = 10, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
var/const/num_power_levels = 6 // Total number of power level icon has
var/power_level = 0
var/active = FG_OFFLINE
var/power = 20 // Current amount of power
var/state = FG_UNSECURED
var/warming_up = 0
var/list/obj/machinery/field/containment/fields
var/list/obj/machinery/field/generator/connected_gens
var/clean_up = 0
/obj/machinery/field/generator/update_icon()
cut_overlays()
if(warming_up)
add_overlay("+a[warming_up]")
if(LAZYLEN(fields))
add_overlay("+on")
if(power_level)
add_overlay("+p[power_level]")
/obj/machinery/field/generator/Initialize()
. = ..()
fields = list()
connected_gens = list()
/obj/machinery/field/generator/ComponentInitialize()
. = ..()
AddComponent(/datum/component/empprotection, EMP_PROTECT_SELF | EMP_PROTECT_WIRES)
/obj/machinery/field/generator/process()
if(active == FG_ONLINE)
calc_power()
/obj/machinery/field/generator/interact(mob/user)
if(state == FG_WELDED)
if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
if(active >= FG_CHARGING)
to_chat(user, "<span class='warning'>You are unable to turn off [src] once it is online!</span>")
return 1
else
user.visible_message("<span class='notice'>[user] turns on [src].</span>", \
"<span class='notice'>You turn on [src].</span>", \
"<span class='hear'>You hear heavy droning.</span>")
turn_on()
investigate_log("<font color='green'>activated</font> by [key_name(user)].", INVESTIGATE_SINGULO)
add_fingerprint(user)
else
to_chat(user, "<span class='warning'>[src] needs to be firmly secured to the floor first!</span>")
/obj/machinery/field/generator/can_be_unfasten_wrench(mob/user, silent)
if(active)
if(!silent)
to_chat(user, "<span class='warning'>Turn \the [src] off first!</span>")
return FAILED_UNFASTEN
else if(state == FG_WELDED)
if(!silent)
to_chat(user, "<span class='warning'>[src] is welded to the floor!</span>")
return FAILED_UNFASTEN
return ..()
/obj/machinery/field/generator/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(anchored)
state = FG_SECURED
else
state = FG_UNSECURED
/obj/machinery/field/generator/wrench_act(mob/living/user, obj/item/I)
..()
default_unfasten_wrench(user, I)
return TRUE
/obj/machinery/field/generator/welder_act(mob/living/user, obj/item/I)
. = ..()
if(active)
to_chat(user, "<span class='warning'>[src] needs to be off!</span>")
return TRUE
switch(state)
if(FG_UNSECURED)
to_chat(user, "<span class='warning'>[src] needs to be wrenched to the floor!</span>")
if(FG_SECURED)
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("<span class='notice'>[user] starts to weld [src] to the floor.</span>", \
"<span class='notice'>You start to weld \the [src] to the floor...</span>", \
"<span class='hear'>You hear welding.</span>")
if(I.use_tool(src, user, 20, volume=50) && state == FG_SECURED)
state = FG_WELDED
to_chat(user, "<span class='notice'>You weld the field generator to the floor.</span>")
if(FG_WELDED)
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("<span class='notice'>[user] starts to cut [src] free from the floor.</span>", \
"<span class='notice'>You start to cut \the [src] free from the floor...</span>", \
"<span class='hear'>You hear welding.</span>")
if(I.use_tool(src, user, 20, volume=50) && state == FG_WELDED)
state = FG_SECURED
to_chat(user, "<span class='notice'>You cut \the [src] free from the floor.</span>")
return TRUE
/obj/machinery/field/generator/attack_animal(mob/living/simple_animal/M)
if(M.environment_smash & ENVIRONMENT_SMASH_RWALLS && active == FG_OFFLINE && state != FG_UNSECURED)
state = FG_UNSECURED
anchored = FALSE
M.visible_message("<span class='warning'>[M] rips [src] free from its moorings!</span>")
else
..()
if(!anchored)
step(src, get_dir(M, src))
/obj/machinery/field/generator/blob_act(obj/structure/blob/B)
if(active)
return 0
else
..()
/obj/machinery/field/generator/bullet_act(obj/projectile/Proj)
if(Proj.flag != "bullet")
power = min(power + Proj.damage, field_generator_max_power)
check_power_level()
. = ..()
/obj/machinery/field/generator/Destroy()
cleanup()
return ..()
/obj/machinery/field/generator/proc/check_power_level()
var/new_level = round(num_power_levels * power / field_generator_max_power)
if(new_level != power_level)
power_level = new_level
update_icon()
/obj/machinery/field/generator/proc/turn_off()
active = FG_OFFLINE
CanAtmosPass = ATMOS_PASS_YES
air_update_turf(TRUE)
INVOKE_ASYNC(src, .proc/cleanup)
addtimer(CALLBACK(src, .proc/cool_down), 50)
/obj/machinery/field/generator/proc/cool_down()
if(active || warming_up <= 0)
return
warming_up--
update_icon()
if(warming_up > 0)
addtimer(CALLBACK(src, .proc/cool_down), 50)
/obj/machinery/field/generator/proc/turn_on()
active = FG_CHARGING
addtimer(CALLBACK(src, .proc/warm_up), 50)
/obj/machinery/field/generator/proc/warm_up()
if(!active)
return
warming_up++
update_icon()
if(warming_up >= 3)
start_fields()
else
addtimer(CALLBACK(src, .proc/warm_up), 50)
/obj/machinery/field/generator/proc/calc_power(set_power_draw)
var/power_draw = 2 + fields.len
if(set_power_draw)
power_draw = set_power_draw
if(draw_power(round(power_draw/2,1)))
check_power_level()
return 1
else
visible_message("<span class='danger'>The [name] shuts down!</span>", "<span class='hear'>You hear something shutting down.</span>")
turn_off()
investigate_log("ran out of power and <font color='red'>deactivated</font>", INVESTIGATE_SINGULO)
power = 0
check_power_level()
return 0
//This could likely be better, it tends to start loopin if you have a complex generator loop setup. Still works well enough to run the engine fields will likely recode the field gens and fields sometime -Mport
/obj/machinery/field/generator/proc/draw_power(draw = 0, failsafe = FALSE, obj/machinery/field/generator/G = null, obj/machinery/field/generator/last = null)
if((G && (G == src)) || (failsafe >= 8))//Loopin, set fail
return 0
else
failsafe++
if(power >= draw)//We have enough power
power -= draw
return 1
else//Need more power
draw -= power
power = 0
for(var/CG in connected_gens)
var/obj/machinery/field/generator/FG = CG
if(FG == last)//We just asked you
continue
if(G)//Another gen is askin for power and we dont have it
if(FG.draw_power(draw,failsafe,G,src))//Can you take the load
return 1
else
return 0
else//We are askin another for power
if(FG.draw_power(draw,failsafe,src,src))
return 1
else
return 0
/obj/machinery/field/generator/proc/start_fields()
if(state != FG_WELDED || !anchored)
turn_off()
return
move_resist = INFINITY
CanAtmosPass = ATMOS_PASS_NO
air_update_turf(TRUE)
addtimer(CALLBACK(src, .proc/setup_field, 1), 1)
addtimer(CALLBACK(src, .proc/setup_field, 2), 2)
addtimer(CALLBACK(src, .proc/setup_field, 4), 3)
addtimer(CALLBACK(src, .proc/setup_field, 8), 4)
addtimer(VARSET_CALLBACK(src, active, FG_ONLINE), 5)
/obj/machinery/field/generator/proc/setup_field(NSEW)
var/turf/T = loc
if(!istype(T))
return 0
var/obj/machinery/field/generator/G = null
var/steps = 0
if(!NSEW)//Make sure its ran right
return 0
for(var/dist in 0 to 7) // checks out to 8 tiles away for another generator
T = get_step(T, NSEW)
if(T.density)//We cant shoot a field though this
return 0
G = locate(/obj/machinery/field/generator) in T
if(G)
steps -= 1
if(!G.active)
return 0
break
for(var/TC in T.contents)
var/atom/A = TC
if(ismob(A))
continue
if(A.density)
return 0
steps++
if(!G)
return 0
T = loc
for(var/dist in 0 to steps) // creates each field tile
var/field_dir = get_dir(T,get_step(G.loc, NSEW))
T = get_step(T, NSEW)
if(!locate(/obj/machinery/field/containment) in T)
var/obj/machinery/field/containment/CF = new(T)
CF.set_master(src,G)
CF.setDir(field_dir)
fields += CF
G.fields += CF
for(var/mob/living/L in T)
CF.Crossed(L)
connected_gens |= G
G.connected_gens |= src
shield_floor(TRUE)
update_icon()
/obj/machinery/field/generator/proc/cleanup()
clean_up = 1
for (var/F in fields)
qdel(F)
shield_floor(FALSE)
for(var/CG in connected_gens)
var/obj/machinery/field/generator/FG = CG
FG.connected_gens -= src
if(!FG.clean_up)//Makes the other gens clean up as well
FG.cleanup()
connected_gens -= FG
clean_up = 0
update_icon()
//This is here to help fight the "hurr durr, release singulo cos nobody will notice before the
//singulo eats the evidence". It's not fool-proof but better than nothing.
//I want to avoid using global variables.
INVOKE_ASYNC(src, .proc/notify_admins)
move_resist = initial(move_resist)
/obj/machinery/field/generator/proc/shield_floor(create)
if(connected_gens.len < 2)
return
var/CGcounter
for(CGcounter = 1; CGcounter < connected_gens.len, CGcounter++)
var/list/CGList = ((connected_gens[CGcounter].connected_gens & connected_gens[CGcounter+1].connected_gens)^src)
if(!CGList.len)
return
var/obj/machinery/field/generator/CG = CGList[1]
var/x_step
var/y_step
if(CG.x > x && CG.y > y)
for(x_step=x; x_step <= CG.x; x_step++)
for(y_step=y; y_step <= CG.y; y_step++)
place_floor(locate(x_step,y_step,z),create)
else if(CG.x > x && CG.y < y)
for(x_step=x; x_step <= CG.x; x_step++)
for(y_step=y; y_step >= CG.y; y_step--)
place_floor(locate(x_step,y_step,z),create)
else if(CG.x < x && CG.y > y)
for(x_step=x; x_step >= CG.x; x_step--)
for(y_step=y; y_step <= CG.y; y_step++)
place_floor(locate(x_step,y_step,z),create)
else
for(x_step=x; x_step >= CG.x; x_step--)
for(y_step=y; y_step >= CG.y; y_step--)
place_floor(locate(x_step,y_step,z),create)
/obj/machinery/field/generator/proc/place_floor(Location,create)
if(create && !locate(/obj/effect/shield) in Location)
new/obj/effect/shield(Location)
else if(!create)
var/obj/effect/shield/S=locate(/obj/effect/shield) in Location
if(S)
qdel(S)
/obj/machinery/field/generator/proc/notify_admins()
var/temp = TRUE //stops spam
for(var/obj/singularity/O in GLOB.singularities)
if(O.last_warning && temp)
if((world.time - O.last_warning) > 50) //to stop message-spam
temp = FALSE
var/turf/T = get_turf(src)
message_admins("A singulo exists and a containment field has failed at [ADMIN_VERBOSEJMP(T)].")
investigate_log("has <font color='red'>failed</font> whilst a singulo exists at [AREACOORD(T)].", INVESTIGATE_SINGULO)
notify_ghosts("IT'S LOOSE", source = src, action = NOTIFY_ORBIT, flashwindow = FALSE, ghost_sound = 'sound/machines/warning-buzzer.ogg', header = "IT'S LOOSE", notify_volume = 75)
O.last_warning = world.time
/obj/machinery/field/generator/shock(mob/living/user)
if(fields.len)
..()
/obj/machinery/field/generator/bump_field(atom/movable/AM as mob|obj)
if(fields.len)
..()
#undef FG_UNSECURED
#undef FG_SECURED
#undef FG_WELDED
#undef FG_OFFLINE
#undef FG_CHARGING
#undef FG_ONLINE