//like orange but only checks north/south/east/west for one step proc/cardinalrange(var/center) var/list/things = list() for(var/direction in cardinal) var/turf/T = get_step(center, direction) if(!T) continue things += T.contents return things /obj/machinery/am_shielding name = "antimatter reactor section" desc = "This device was built using a plasma life-form that increases plasma's natural ability to react with neutrinos while reducing the combustibility." icon = 'icons/obj/machines/new_ame.dmi' icon_state = "part" anchored = 1 density = 1 dir = 1 use_power = 0//Living things generally dont use power idle_power_usage = 0 active_power_usage = 0 mech_flags = MECH_SCAN_FAIL light_color = "#00FFFF" var/obj/machinery/power/am_control_unit/control_unit = null var/processing = 0//To track if we are in the update list or not, we need to be when we are damaged and if we ever var/stability = 100//If this gets low bad things tend to happen var/efficiency = 1//How many cores this core counts for when doing power processing, plasma in the air and stability could affect this var/coredirs = 0 var/dirs = 0 var/mapped = 0 //Set to 1 to ignore usual suicide if it doesn't immediately find a control_unit var/getting_blobbed = 0 lighting_flags = IS_LIGHT_SOURCE light_power = 0 light_range = 1 light_color = LIGHT_COLOR_HALOGEN light_type = LIGHT_SOFT_FLICKER // Stupidly easy way to use it in maps /obj/machinery/am_shielding/map mapped = 1 /obj/machinery/am_shielding/New(loc, var/obj/machinery/power/am_control_unit/AMC) ..() if(!AMC) if (!mapped) WARNING("AME sector somehow created without a parent control unit!") controllerscan() return link_control(AMC) machines -= src power_machines += src update_icon() playsound(src, 'sound/effects/sparks4.ogg', 30, 0, 0) anim(target = loc, a_icon = icon, flick_anim = "deploy", lay = ABOVE_LIGHTING_LAYER, plane = ABOVE_LIGHTING_PLANE) spawn(3) // delay for nicer animation for (var/direction in alldirs) var/turf/T = get_step(loc, direction) for (var/obj/machinery/am_shielding/AMS in T) var/old_state = AMS.icon_state AMS.update_icon() if (old_state != AMS.icon_state) playsound(T, 'sound/effects/sparks1.ogg', 25, 0, 0) anim(target = T, a_icon = icon, flick_anim = "change", lay = ABOVE_LIGHTING_LAYER, plane = ABOVE_LIGHTING_PLANE) sleep(1) /obj/machinery/am_shielding/proc/link_control(var/obj/machinery/power/am_control_unit/AMC) if(!istype(AMC)) return 0 if(control_unit && control_unit != AMC) return 0//Already have one control_unit = AMC return control_unit.add_shielding(src,1) /obj/machinery/am_shielding/Destroy() if(control_unit) control_unit.remove_shielding(src) if(processing) shutdown_core() visible_message("The [src.name] melts!") power_machines -= src //Might want to have it leave a mess on the floor but no sprites for now ..() /obj/machinery/am_shielding/proc/controllerscan(var/priorscan = 0) //Make sure we are the only one here if(!istype(src.loc, /turf)) qdel(src) return for(var/obj/machinery/am_shielding/AMS in loc.contents) if(AMS == src) continue qdel(src) return //Search for shielding first for(var/obj/machinery/am_shielding/AMS in cardinalrange(src)) if(AMS && AMS.control_unit && link_control(AMS.control_unit)) break if(!control_unit)//No other guys nearby, look for a control unit for(var/obj/machinery/power/am_control_unit/AMC in cardinalrange(src)) if(AMC.add_shielding(src)) break if(!mapped) // Prevent suicide if it's part of the map if(!priorscan) sleep(20) controllerscan(1)//Last chance return qdel(src) else if(!priorscan) sleep(20) controllerscan(1) return // Find surrounding unconnected shielding and add them to our controller /obj/machinery/am_shielding/proc/assimilate() if(!control_unit) return // nothing to share :'^( for(var/obj/machinery/am_shielding/neighbor in cardinalrange(src)) if(neighbor && !neighbor.control_unit) neighbor.link_control(control_unit) neighbor.assimilate() // recursion is fun, right? /obj/machinery/am_shielding/Cross(atom/movable/mover, turf/target, height=1.5, air_group = 0) if(air_group || (height==0)) return 1 return 0 /obj/machinery/am_shielding/process() if(!processing) . = PROCESS_KILL //TODO: core functions and stability //TODO: think about checking the airmix for plasma and increasing power output /obj/machinery/am_shielding/emp_act()//Immune due to not really much in the way of electronics. return 0 /obj/machinery/am_shielding/blob_act(var/override = 0) if (getting_blobbed) return stability -= 20 if(prob(100-stability) || override) getting_blobbed = 1 if(override == 2) new /obj/effect/blob/node(get_turf(src),"AME_new",1) else new /obj/effect/blob(get_turf(src),"AME_new",1) qdel(src) return check_stability() return /obj/machinery/am_shielding/ex_act(severity) switch(severity) if(1.0) stability -= 80 if(2.0) stability -= 40 if(3.0) stability -= 20 check_stability() /obj/machinery/am_shielding/bullet_act(var/obj/item/projectile/Proj) if(Proj.flag != "bullet") stability -= Proj.force/2 return ..() /obj/machinery/am_shielding/update_icon() overlays.len = 0 dirs = 0 if(core_check()) icon_state = "core[control_unit && control_unit.active]" if (control_unit && control_unit.active) var/image/I = image(icon = icon, icon_state = "core_overlay") I.plane = ABOVE_LIGHTING_PLANE I.layer = ABOVE_LIGHTING_LAYER overlays += I set_light(1.4,1) else kill_light() if(!processing) setup_core() return else if(processing) kill_light() shutdown_core() for(var/direction in alldirs) var/turf/T = get_step(loc, direction) for(var/obj/machinery/machine in T) // Detect cores, shielding, and control boxen. if(direction in cardinal) if((istype(machine, /obj/machinery/am_shielding) && machine:control_unit == control_unit) || (istype(machine, /obj/machinery/power/am_control_unit) && machine == control_unit)) dirs |= direction if (control_unit && control_unit.active) set_light(1, 1) else kill_light() icon_state = "shield_[dirs]" /obj/machinery/am_shielding/attackby(obj/item/W, mob/user) if(!istype(W) || !user) return if(W.force > 10) user.do_attack_animation(src, W) playsound(src, 'sound/items/metal_impact.ogg', 75, 1) shake(1, 3) user.delayNextAttack(8) visible_message("\The [user] hits \the [src] with \a [W]!", \ "You hit \the [src] with your [W]!", \ "You hear something metallic being hit.") stability -= W.force/2 check_stability() ..() return //Scans cards for shields or the control unit and if all there it /obj/machinery/am_shielding/proc/core_check() for(var/direction in alldirs) var/found_am_device=0 for(var/obj/machinery/machine in get_step(loc, direction)) if(!machine) continue if(istype(machine, /obj/machinery/am_shielding) || istype(machine, /obj/machinery/power/am_control_unit)) found_am_device=1 break if(!found_am_device) return 0 return 1 /obj/machinery/am_shielding/proc/setup_core() processing = 1 power_machines.Add(src) if(!control_unit) return control_unit.linked_cores.Add(src) control_unit.reported_core_efficiency += efficiency /obj/machinery/am_shielding/proc/shutdown_core() processing = 0 if(!control_unit) return control_unit.linked_cores.Remove(src) control_unit.reported_core_efficiency -= efficiency /obj/machinery/am_shielding/proc/check_stability(var/injecting_fuel = 0) if(stability > 0) return if(injecting_fuel && control_unit) control_unit.exploding = 1 qdel(src) /obj/machinery/am_shielding/proc/recalc_efficiency(var/new_efficiency)//tbh still not 100% sure how I want to deal with efficiency so this is likely temp if(!control_unit || !processing) return if(stability < 50) new_efficiency /= 2 control_unit.reported_core_efficiency += (new_efficiency - efficiency) efficiency = new_efficiency /obj/item/device/am_shielding_container name = "packaged antimatter reactor section" desc = "A small storage unit containing an antimatter reactor section. To use place near an antimatter control unit or deployed antimatter reactor section and use a multitool to activate this package." icon = 'icons/obj/machines/new_ame.dmi' icon_state = "part" item_state = "electronic" w_class = W_CLASS_LARGE flags = FPRINT siemens_coefficient = 1 throwforce = 5 throw_speed = 1 throw_range = 5 starting_materials = list(MAT_IRON = CC_PER_SHEET_METAL*2) w_type = RECYK_METAL /obj/item/device/am_shielding_container/attackby(var/obj/item/I, var/mob/user) if(I.is_multitool(user) && isturf(loc)) if(locate(/obj/machinery/am_shielding/) in loc) to_chat(user, "[bicon(src)]There is already an antimatter reactor section there.") return //Search for shielding first for(var/obj/machinery/am_shielding/AMS in cardinalrange(src)) if(AMS.control_unit) new/obj/machinery/am_shielding(src.loc, AMS.control_unit) qdel(src) return //No other guys nearby, look for a control unit var/obj/machinery/power/am_control_unit/AMC = locate() in cardinalrange(src) if(AMC && AMC.anchored) new/obj/machinery/am_shielding(src.loc, AMC) qdel(src) else //Stranded & Alone to_chat(user, "[bicon(src)]Couldn't connect to an Antimatter Control Unit.") return ..()