moved shield files to folder, made circuitry for shielding gens/caps researchable, various tweaks and balances to the research requirements, made shield gens/capacitors orderable via cargo

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2013-02-22 23:06:14 +10:00
parent bdf1589cc2
commit 2c585fbcc4
9 changed files with 362 additions and 278 deletions

View File

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//---------- actual energy field
/obj/effect/energy_field
name = "energy field"
desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
icon = 'shielding.dmi'
icon_state = "shieldsparkles"
anchored = 1
layer = 2.1
density = 0
invisibility = 2
var/strength = 0
var/obj/machinery/shield_gen/parent
var/stress = 0
/obj/effect/energy_field/ex_act(var/severity)
Stress(0.5 + severity)
/obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj)
Stress(1 + 1 * (Proj.damage / 100))
/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
if(M)
walk(M,0)
/obj/effect/energy_field/proc/Stress(var/severity)
strength -= severity
stress += severity
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
if(strength < 1)
invisibility = 2
density = 0
/obj/effect/energy_field/proc/Strengthen(var/severity)
strength += severity
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
if(strength > 1)
invisibility = 0
density = 1
/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
//Purpose: Determines if the object (or airflow) can pass this atom.
//Called by: Movement, airflow.
//Inputs: The moving atom (optional), target turf, "height" and air group
//Outputs: Boolean if can pass.
//return (!density || !height || air_group)
return density