/obj/machinery/field/containment name = "containment field" desc = "An energy field." icon = 'icons/obj/singularity.dmi' icon_state = "Contain_F" anchored = 1 density = 0 resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF use_power = 0 luminosity = 4 layer = ABOVE_OBJ_LAYER var/obj/machinery/field/generator/FG1 = null var/obj/machinery/field/generator/FG2 = null /obj/machinery/field/containment/Destroy() FG1.fields -= src FG2.fields -= src return ..() /obj/machinery/field/containment/attack_hand(mob/user) if(get_dist(src, user) > 1) return 0 else shock(user) return 1 /obj/machinery/field/containment/attackby(obj/item/W, mob/user, params) shock(user) return 1 /obj/machinery/field/containment/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BURN) playsound(loc, 'sound/effects/EMPulse.ogg', 75, 1) if(BRUTE) playsound(loc, 'sound/effects/EMPulse.ogg', 75, 1) /obj/machinery/field/containment/blob_act(obj/structure/blob/B) return 0 /obj/machinery/field/containment/ex_act(severity, target) return 0 /obj/machinery/field/containment/attack_animal(mob/living/simple_animal/M) if(!FG1 || !FG2) qdel(src) return if(ismegafauna(M)) M.visible_message("[M] glows fiercely as the containment field flickers out!") FG1.calc_power(INFINITY) //rip that 'containment' field M.adjustHealth(-M.obj_damage) else ..() /obj/machinery/field/containment/Crossed(mob/mover) if(isliving(mover)) shock(mover) /obj/machinery/field/containment/Crossed(obj/mover) if(istype(mover, /obj/machinery) || istype(mover, /obj/structure) || istype(mover, /obj/mecha)) bump_field(mover) /obj/machinery/field/containment/proc/set_master(master1,master2) if(!master1 || !master2) return 0 FG1 = master1 FG2 = master2 return 1 /obj/machinery/field/containment/shock(mob/living/user) if(!FG1 || !FG2) qdel(src) return 0 ..() /obj/machinery/field/containment/Move() qdel(src) // Abstract Field Class // Used for overriding certain procs /obj/machinery/field var/hasShocked = 0 //Used to add a delay between shocks. In some cases this used to crash servers by spawning hundreds of sparks every second. /obj/machinery/field/CanPass(atom/movable/mover, turf/target, height=0) if(hasShocked) return 0 if(isliving(mover)) // Don't let mobs through shock(mover) return 0 if(istype(mover, /obj/machinery) || istype(mover, /obj/structure) || istype(mover, /obj/mecha)) bump_field(mover) return 0 return ..() /obj/machinery/field/proc/shock(mob/living/user) var/shock_damage = min(rand(30,40),rand(30,40)) if(iscarbon(user)) user.Stun(15) user.Weaken(10) user.electrocute_act(shock_damage, src, 1) else if(issilicon(user)) if(prob(20)) user.Stun(2) user.take_overall_damage(0, shock_damage) user.visible_message("[user.name] was shocked by the [src.name]!", \ "Energy pulse detected, system damaged!", \ "You hear an electrical crack.") user.updatehealth() bump_field(user) /obj/machinery/field/proc/clear_shock() hasShocked = 0 /obj/machinery/field/proc/bump_field(atom/movable/AM as mob|obj) if(hasShocked) return 0 hasShocked = 1 do_sparks(5, TRUE, AM.loc) var/atom/target = get_edge_target_turf(AM, get_dir(src, get_step_away(AM, src))) AM.throw_at(target, 200, 4) addtimer(CALLBACK(src, .proc/clear_shock), 5)