Files
vgstation13/code/modules/power/antimatter/shielding.dm
ShiftyRail 409ae193c2 The Postman always ring twice (#30551)
* Revert "Revert "Revert "Lights out tonight (trouble in the Heartland) (#30526)" (#30527)" (#30529)"

This reverts commit 5ae655387f.

* fixes urgent problems

* fixes the problem with zooming out

* gliding

* on the beach

* suffer not the lag

* fixes mesons and fire
2021-09-07 09:58:07 +01:00

320 lines
9.3 KiB
Plaintext

//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("<span class='warning'>The [src.name] melts!</span>")
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("<span class='warning'>\The [user] hits \the [src] with \a [W]!</span>", \
"<span class='warning'>You hit \the [src] with your [W]!</span>", \
"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, "<span class='warning'>[bicon(src)]There is already an antimatter reactor section there.</span>")
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, "<span class='warning'>[bicon(src)]Couldn't connect to an Antimatter Control Unit.</span>")
return
..()