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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>
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52
code/WorkInProgress/Cael_Aislinn/ShieldGen/energy_field.dm
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52
code/WorkInProgress/Cael_Aislinn/ShieldGen/energy_field.dm
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//---------- actual energy field
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/obj/effect/energy_field
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name = "energy field"
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desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
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icon = 'shielding.dmi'
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icon_state = "shieldsparkles"
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anchored = 1
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layer = 2.1
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density = 0
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invisibility = 2
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var/strength = 0
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var/obj/machinery/shield_gen/parent
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var/stress = 0
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/obj/effect/energy_field/ex_act(var/severity)
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Stress(0.5 + severity)
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/obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj)
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Stress(1 + 1 * (Proj.damage / 100))
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/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
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if(M)
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walk(M,0)
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/obj/effect/energy_field/proc/Stress(var/severity)
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strength -= severity
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stress += severity
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//if we take too much damage, drop out - the generator will bring us back up if we have enough power
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if(strength < 1)
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invisibility = 2
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density = 0
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/obj/effect/energy_field/proc/Strengthen(var/severity)
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strength += severity
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//if we take too much damage, drop out - the generator will bring us back up if we have enough power
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if(strength > 1)
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invisibility = 0
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density = 1
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/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
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//Purpose: Determines if the object (or airflow) can pass this atom.
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//Called by: Movement, airflow.
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//Inputs: The moving atom (optional), target turf, "height" and air group
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//Outputs: Boolean if can pass.
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//return (!density || !height || air_group)
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return density
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