Skip to content

atmospheric retention fields (ports https://github.com/BeeStation/BeeStation-Hornet/pull/11550) - #2876

Open
Pockets-byte wants to merge 34 commits into
BeeStation:masterfrom
Pockets-byte:barrier-fields
Open

atmospheric retention fields (ports https://github.com/BeeStation/BeeStation-Hornet/pull/11550)#2876
Pockets-byte wants to merge 34 commits into
BeeStation:masterfrom
Pockets-byte:barrier-fields

Conversation

@Pockets-byte

@Pockets-byte Pockets-byte commented Apr 1, 2026

Copy link
Copy Markdown
Contributor

About The Pull Request

ports bee's port of shiptest's holofields. (BeeStation/BeeStation-Hornet#11550)
sprites are from tg's atmospheric force fields. (tgstation/tgstation#91055)

Why It's Good For The Game

Solgov gets force-field barriers, so you can experience staring past the glowing blue shield into where the rest of the ship used to be.
also slapstick comedy when you lose power and all the fancy tech suddenly fails you.
as long as power is maintained they're a flat upgrade to firelocks. they allow people to pass but not gasses or fire.

Testing Photographs and Procedure

Screenshots&Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Changelog

🆑 Tsar-Salat mc-oofert
add: Added new atmospheric barrier firelocks
code: shieldwalls are now machinery/power
/:cl:

@DeltaFire15

Copy link
Copy Markdown
Contributor

self-assigning this so I get reminded to look at it when it is done.

@DeltaFire15 DeltaFire15 self-assigned this Apr 1, 2026
@Pockets-byte Pockets-byte changed the title atmospheric retention fields (ports https://github.com/BeeStation/BeeStation-Hornet/pull/11550) [WIP]atmospheric retention fields (ports https://github.com/BeeStation/BeeStation-Hornet/pull/11550) Apr 1, 2026
@Pockets-byte

Copy link
Copy Markdown
Contributor Author

ready for review!

@Pockets-byte
Pockets-byte marked this pull request as ready for review June 23, 2026 01:06
@Pockets-byte Pockets-byte changed the title [WIP]atmospheric retention fields (ports https://github.com/BeeStation/BeeStation-Hornet/pull/11550) atmospheric retention fields (ports https://github.com/BeeStation/BeeStation-Hornet/pull/11550) Jun 23, 2026

@DeltaFire15 DeltaFire15 left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

phew
preliminary review.

will go over it again deeper once things mentioned here are handled (some functionality I know doesn't work right but I don't want to debug that deeper while other issues might be having domino effects)

EDIT:
OH right and the attribution in the changelog should probably just be usernames as opposed to a link since I don't know if the changelog generator would take that well.

Comment thread code/game/area/areas.dm Outdated
Comment thread code/game/area/areas.dm Outdated
Comment on lines +378 to +379
for(var/b in shield.affecting_areas)
var/area/area2 = b

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

likewise, typecast in the for itself. Also preferably use a more descriptive name than area2.

Copy link
Copy Markdown
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

area2 is used in the reference I used, I don't actually know what this does, I can guess but uh- the atmos stuff works by being directly copied from firelock handling

Comment thread code/game/area/areas.dm Outdated
Comment thread code/game/area/areas.dm Outdated
Comment thread code/game/area/areas.dm Outdated
Comment thread code/game/machinery/shieldgen.dm Outdated
/obj/machinery/shieldwall/atmos/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir, armour_penetration = 0)
. = ..()
if(damage_type == BRUTE || damage_type == BURN)
drain_power(damage_amount*1000)

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

likewise (as with comment about passive buffer drain), will collapse immediately at the smallest damage (though that may be intentional in this case)

Copy link
Copy Markdown
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

it is- for example if we add an emag behavior to make it switch to a hardshield I don't want it to be as strong as the shieldwall
takes about 4-3 hits with an ion saber to down.

Comment thread code/game/machinery/shieldgen.dm Outdated
Comment thread code/game/machinery/shieldgen.dm Outdated
Comment thread code/game/machinery/shieldgen.dm Outdated
Comment thread code/game/machinery/shieldgen.dm Outdated
Comment thread code/game/machinery/shieldgen.dm Outdated
Comment on lines +784 to +789
if(interaction_flags_atom & INTERACT_ATOM_NO_FINGERPRINT_INTERACT)
add_hiddenprint(user)
else
if(istype(mover, /obj/item/projectile))
return prob(10)
add_fingerprint(user)
if(interaction_flags_atom & INTERACT_ATOM_UI_INTERACT)
return ui_interact(user)

@DeltaFire15 DeltaFire15 Jun 24, 2026

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

these are unneeded, except for a generic add_fingerprint(user) call (since you know what state the flags are in here)

Copy link
Copy Markdown
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

this right?

Comment thread code/game/machinery/shieldgen.dm Outdated
@Bokkiewokkie Bokkiewokkie added the Mass Map Change This PR will likely change two or more maps in order to implement its primary feature. label Jul 11, 2026
@Pockets-byte
Pockets-byte requested a review from DeltaFire15 July 23, 2026 16:49
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

Mapping Mass Map Change This PR will likely change two or more maps in order to implement its primary feature. Sprites

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants