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