/
gravitygenerator.dm
508 lines (431 loc) · 16.2 KB
/
gravitygenerator.dm
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//
// Gravity Generator
//
/// We will keep track of this by adding new gravity generators to the list, and keying it with the z level.
GLOBAL_LIST_EMPTY(gravity_generators)
#define POWER_IDLE 0
#define POWER_UP 1
#define POWER_DOWN 2
#define GRAV_NEEDS_SCREWDRIVER 0
#define GRAV_NEEDS_WELDING 1
#define GRAV_NEEDS_PLASTEEL 2
#define GRAV_NEEDS_WRENCH 3
//
// Abstract Generator
//
/obj/machinery/gravity_generator
name = "gravitational generator"
desc = "A device which produces a graviton field when set up."
icon = 'icons/obj/machines/gravity_generator.dmi'
density = TRUE
move_resist = INFINITY
use_power = NO_POWER_USE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/sprite_number = 0
/obj/machinery/gravity_generator/safe_throw_at(atom/target, range, speed, mob/thrower, spin = TRUE, diagonals_first = FALSE, datum/callback/callback, force = MOVE_FORCE_STRONG, gentle = FALSE)
return FALSE
/obj/machinery/gravity_generator/ex_act(severity, target)
if(severity >= EXPLODE_DEVASTATE) // Very sturdy.
set_broken()
return TRUE
return FALSE
/obj/machinery/gravity_generator/blob_act(obj/structure/blob/B)
if(prob(20))
set_broken()
/obj/machinery/gravity_generator/zap_act(power, zap_flags)
. = ..()
if(zap_flags & ZAP_MACHINE_EXPLOSIVE)
qdel(src)//like the singulo, tesla deletes it. stops it from exploding over and over
/obj/machinery/gravity_generator/update_icon_state()
icon_state = "[get_status()]_[sprite_number]"
return ..()
/obj/machinery/gravity_generator/proc/get_status()
return "off"
// You aren't allowed to move.
/obj/machinery/gravity_generator/Move()
. = ..()
qdel(src)
/obj/machinery/gravity_generator/proc/set_broken()
atom_break()
/obj/machinery/gravity_generator/proc/set_fix()
set_machine_stat(machine_stat & ~BROKEN)
/**
* Generator part
*
* Parts of the gravity generator used to have a proper sprite.
*/
/obj/machinery/gravity_generator/part
var/obj/machinery/gravity_generator/main/main_part
/obj/machinery/gravity_generator/part/Destroy()
atom_break()
if(main_part)
UnregisterSignal(main_part, COMSIG_ATOM_UPDATED_ICON)
main_part = null
return ..()
/obj/machinery/gravity_generator/part/attackby(obj/item/weapon, mob/user, params)
if(!main_part)
return
return main_part.attackby(weapon, user)
/obj/machinery/gravity_generator/part/get_status()
if(!main_part)
return
return main_part.get_status()
/obj/machinery/gravity_generator/part/attack_hand(mob/user, list/modifiers)
if(!main_part)
return
return main_part.attack_hand(user, modifiers)
/obj/machinery/gravity_generator/part/set_broken()
..()
if(!main_part || (main_part.machine_stat & BROKEN))
return
main_part.set_broken()
/// Used to eat args
/obj/machinery/gravity_generator/part/proc/on_update_icon(obj/machinery/gravity_generator/source, updates, updated)
SIGNAL_HANDLER
return update_appearance(updates)
/**
* Main gravity generator
*
* The actual gravity generator, that actually holds the UI, contains the grav gen parts, ect.
*/
/obj/machinery/gravity_generator/main
icon_state = "on_8"
idle_power_usage = 0
active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION * 3
power_channel = AREA_USAGE_ENVIRON
sprite_number = 8
use_power = IDLE_POWER_USE
interaction_flags_machine = INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OFFLINE
/// List of all gravity generator parts
var/list/generator_parts = list()
/// The gravity generator part in the very center, the fifth one, where we place the overlays.
var/obj/machinery/gravity_generator/part/center_part
/// Whether the gravity generator is currently active.
var/on = TRUE
/// If the main breaker is on/off, to enable/disable gravity.
var/breaker = TRUE
/// If the generatir os idle, charging, or down.
var/charging_state = POWER_IDLE
/// How much charge the gravity generator has, goes down when breaker is shut, and shuts down at 0.
var/charge_count = 100
/// The gravity overlay currently used.
var/current_overlay = null
/// When broken, what stage it is at (GRAV_NEEDS_SCREWDRIVER:0) (GRAV_NEEDS_WELDING:1) (GRAV_NEEDS_PLASTEEL:2) (GRAV_NEEDS_WRENCH:3)
var/broken_state = GRAV_NEEDS_SCREWDRIVER
/// Gravity value when on, honestly I don't know why it does it like this, but it does.
var/setting = 1
/// The gravity field created by the generator.
var/datum/proximity_monitor/advanced/gravity/gravity_field
/// Audio for when the gravgen is on
var/datum/looping_sound/gravgen/soundloop
///Amount of shielding we offer against a radioactive nebula
var/radioactive_nebula_shielding = 4
///Station generator that spawns with gravity turned off.
/obj/machinery/gravity_generator/main/off
on = FALSE
breaker = FALSE
charge_count = 0
/obj/machinery/gravity_generator/main/Initialize(mapload)
. = ..()
soundloop = new(src, start_immediately = FALSE)
setup_parts()
if(on)
enable()
center_part.add_overlay("activated")
add_to_nebula_shielding(src, /datum/station_trait/nebula/hostile/radiation, PROC_REF(get_radioactive_nebula_shielding))
/obj/machinery/gravity_generator/main/Destroy() // If we somehow get deleted, remove all of our other parts.
investigate_log("was destroyed!", INVESTIGATE_GRAVITY)
disable()
QDEL_NULL(soundloop)
QDEL_NULL(center_part)
QDEL_LIST(generator_parts)
return ..()
/obj/machinery/gravity_generator/main/proc/setup_parts()
var/turf/our_turf = get_turf(src)
// 9x9 block obtained from the bottom middle of the block
var/list/spawn_turfs = CORNER_BLOCK_OFFSET(our_turf, 3, 3, -1, 0)
var/count = 10
for(var/turf/T in spawn_turfs)
count--
if(T == our_turf) // Skip our turf.
continue
var/obj/machinery/gravity_generator/part/part = new(T)
if(count == 5) // Middle
center_part = part
if(count <= 3) // Their sprite is the top part of the generator
part.set_density(FALSE)
part.layer = WALL_OBJ_LAYER
part.sprite_number = count
part.main_part = src
generator_parts += part
part.update_appearance()
part.RegisterSignal(src, COMSIG_ATOM_UPDATED_ICON, TYPE_PROC_REF(/obj/machinery/gravity_generator/part, on_update_icon))
/obj/machinery/gravity_generator/main/set_broken()
. = ..()
for(var/obj/machinery/gravity_generator/internal_parts as anything in generator_parts)
if(!(internal_parts.machine_stat & BROKEN))
internal_parts.set_broken()
center_part.cut_overlays()
charge_count = 0
breaker = FALSE
set_power()
disable()
investigate_log("has broken down.", INVESTIGATE_GRAVITY)
/obj/machinery/gravity_generator/main/set_fix()
. = ..()
for(var/obj/machinery/gravity_generator/internal_parts as anything in generator_parts)
if(internal_parts.machine_stat & BROKEN)
internal_parts.set_fix()
broken_state = FALSE
update_appearance()
set_power()
// Interaction
/obj/machinery/gravity_generator/main/examine(mob/user)
. = ..()
if(!(machine_stat & BROKEN))
return
switch(broken_state)
if(GRAV_NEEDS_SCREWDRIVER)
. += span_notice("The entire frame is barely holding together, the <b>screws</b> need to be refastened.")
if(GRAV_NEEDS_WELDING)
. += span_notice("There's lots of broken seals on the framework, it could use some <b>welding</b>.")
if(GRAV_NEEDS_PLASTEEL)
. += span_notice("Some of this damaged plating needs full replacement. <b>10 plasteel</> should be enough.")
if(GRAV_NEEDS_WRENCH)
. += span_notice("The new plating just needs to be <b>bolted</b> into place now.")
// Fixing the gravity generator.
/obj/machinery/gravity_generator/main/attackby(obj/item/weapon, mob/user, params)
if(machine_stat & BROKEN)
switch(broken_state)
if(GRAV_NEEDS_SCREWDRIVER)
if(weapon.tool_behaviour == TOOL_SCREWDRIVER)
to_chat(user, span_notice("You secure the screws of the framework."))
weapon.play_tool_sound(src)
broken_state++
update_appearance()
return
if(GRAV_NEEDS_WELDING)
if(weapon.tool_behaviour == TOOL_WELDER)
if(weapon.use_tool(src, user, 0, volume=50))
to_chat(user, span_notice("You mend the damaged framework."))
broken_state++
update_appearance()
return
if(GRAV_NEEDS_PLASTEEL)
if(istype(weapon, /obj/item/stack/sheet/plasteel))
var/obj/item/stack/sheet/plasteel/PS = weapon
if(PS.get_amount() >= 10)
PS.use(10)
to_chat(user, span_notice("You add the plating to the framework."))
playsound(src.loc, 'sound/machines/click.ogg', 75, TRUE)
broken_state++
update_appearance()
else
to_chat(user, span_warning("You need 10 sheets of plasteel!"))
return
if(GRAV_NEEDS_WRENCH)
if(weapon.tool_behaviour == TOOL_WRENCH)
to_chat(user, span_notice("You secure the plating to the framework."))
weapon.play_tool_sound(src)
set_fix()
return
return ..()
/obj/machinery/gravity_generator/main/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "GravityGenerator", name)
ui.open()
/obj/machinery/gravity_generator/main/ui_data(mob/user)
var/list/data = list()
data["breaker"] = breaker
data["charge_count"] = charge_count
data["charging_state"] = charging_state
data["on"] = on
data["operational"] = (machine_stat & BROKEN) ? FALSE : TRUE
return data
/obj/machinery/gravity_generator/main/ui_act(action, params)
. = ..()
if(.)
return
switch(action)
if("gentoggle")
breaker = !breaker
investigate_log("was toggled [breaker ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [key_name(usr)].", INVESTIGATE_GRAVITY)
set_power()
. = TRUE
// Power and Icon States
/obj/machinery/gravity_generator/main/power_change()
. = ..()
if(SSticker.current_state == GAME_STATE_PLAYING)
investigate_log("has [machine_stat & NOPOWER ? "lost" : "regained"] power.", INVESTIGATE_GRAVITY)
set_power()
/obj/machinery/gravity_generator/main/get_status()
if(machine_stat & BROKEN)
return "fix[min(broken_state, 3)]"
return on || charging_state != POWER_IDLE ? "on" : "off"
// Set the charging state based on power/breaker.
/obj/machinery/gravity_generator/main/proc/set_power()
var/new_state = FALSE
if(machine_stat & (NOPOWER|BROKEN) || !breaker)
new_state = FALSE
else if(breaker)
new_state = TRUE
charging_state = new_state ? POWER_UP : POWER_DOWN // Startup sequence animation.
if(SSticker.current_state == GAME_STATE_PLAYING)
investigate_log("is now [charging_state == POWER_UP ? "charging" : "discharging"].", INVESTIGATE_GRAVITY)
update_appearance()
/obj/machinery/gravity_generator/main/proc/enable()
charging_state = POWER_IDLE
on = TRUE
update_use_power(ACTIVE_POWER_USE)
soundloop.start()
var/old_gravity = gravity_in_level()
complete_state_update()
gravity_field = new(src, 2, TRUE, 6)
if (!old_gravity)
if(SSticker.current_state == GAME_STATE_PLAYING)
investigate_log("was brought online and is now producing gravity for this level.", INVESTIGATE_GRAVITY)
message_admins("The gravity generator was brought online [ADMIN_VERBOSEJMP(src)]")
shake_everyone()
/obj/machinery/gravity_generator/main/proc/disable()
charging_state = POWER_IDLE
on = FALSE
update_use_power(IDLE_POWER_USE)
soundloop.stop()
QDEL_NULL(gravity_field)
var/old_gravity = gravity_in_level()
complete_state_update()
if (old_gravity)
if(SSticker.current_state == GAME_STATE_PLAYING)
investigate_log("was brought offline and there is now no gravity for this level.", INVESTIGATE_GRAVITY)
message_admins("The gravity generator was brought offline with no backup generator. [ADMIN_VERBOSEJMP(src)]")
shake_everyone()
/obj/machinery/gravity_generator/main/proc/complete_state_update()
update_appearance()
update_list()
// Charge/Discharge and turn on/off gravity when you reach 0/100 percent.
/obj/machinery/gravity_generator/main/process()
if(machine_stat & BROKEN)
return
if(charging_state == POWER_IDLE)
return
if(charging_state == POWER_UP && charge_count >= 100)
enable()
else if(charging_state == POWER_DOWN && charge_count <= 0)
disable()
else
if(charging_state == POWER_UP)
charge_count += 2
else if(charging_state == POWER_DOWN)
charge_count -= 2
if(charge_count % 4 == 0 && prob(75)) // Let them know it is charging/discharging.
playsound(src.loc, 'sound/effects/empulse.ogg', 100, TRUE)
var/overlay_state = null
switch(charge_count)
if(0 to 20)
overlay_state = null
if(21 to 40)
overlay_state = "startup"
if(41 to 60)
overlay_state = "idle"
if(61 to 80)
overlay_state = "activating"
if(81 to 100)
overlay_state = "activated"
if(overlay_state != current_overlay)
if(center_part)
center_part.cut_overlays()
if(overlay_state)
center_part.add_overlay(overlay_state)
current_overlay = overlay_state
/// Shake everyone on the z level to let them know that gravity was enagaged/disengaged.
/obj/machinery/gravity_generator/main/proc/shake_everyone()
var/turf/T = get_turf(src)
var/sound/alert_sound = sound('sound/effects/alert.ogg')
for(var/mob/mobs as anything in GLOB.mob_list)
var/turf/mob_turf = get_turf(mobs)
if(!istype(mob_turf))
continue
if(!is_valid_z_level(T, mob_turf))
continue
if(isliving(mobs))
var/mob/living/grav_update = mobs
grav_update.refresh_gravity()
if(mobs.client)
shake_camera(mobs, 15, 1)
mobs.playsound_local(T, null, 100, 1, 0.5, sound_to_use = alert_sound)
/obj/machinery/gravity_generator/main/proc/gravity_in_level()
var/turf/T = get_turf(src)
if(!T)
return FALSE
if(GLOB.gravity_generators["[T.z]"])
return length(GLOB.gravity_generators["[T.z]"])
return FALSE
/obj/machinery/gravity_generator/main/proc/update_list()
var/turf/T = get_turf(src)
if(!T)
return
var/list/z_list = list()
// Multi-Z, station gravity generator generates gravity on all ZTRAIT_STATION z-levels.
if(SSmapping.level_trait(T.z, ZTRAIT_STATION))
for(var/z in SSmapping.levels_by_trait(ZTRAIT_STATION))
z_list += z
else
z_list += T.z
for(var/z in z_list)
if(!GLOB.gravity_generators["[z]"])
GLOB.gravity_generators["[z]"] = list()
if(on)
GLOB.gravity_generators["[z]"] |= src
else
GLOB.gravity_generators["[z]"] -= src
SSmapping.calculate_z_level_gravity(z)
/obj/machinery/gravity_generator/main/proc/blackout()
charge_count = 0
breaker = FALSE
set_power()
disable()
investigate_log("was turned off by blackout event or a gravity anomaly detonation.", INVESTIGATE_GRAVITY)
/obj/machinery/gravity_generator/main/beforeShuttleMove(turf/newT, rotation, move_mode, obj/docking_port/mobile/moving_dock)
. = ..()
disable()
/obj/machinery/gravity_generator/main/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir, rotation)
. = ..()
if(charge_count != 0 && charging_state != POWER_UP)
enable()
/obj/machinery/gravity_generator/main/on_changed_z_level(turf/old_turf, turf/new_turf, same_z_layer, notify_contents)
. = ..()
if(same_z_layer)
return
for(var/obj/machinery/gravity_generator/part as anything in generator_parts)
SET_PLANE(part, PLANE_TO_TRUE(part.plane), new_turf)
/// Returns the radioactive shielding (if there's a radioactive nebula). Called from a callback set in add_to_nebula_shielding()
/obj/machinery/gravity_generator/main/proc/get_radioactive_nebula_shielding()
return on ? radioactive_nebula_shielding : 0
//prevents shuttles attempting to rotate this since it messes up sprites
/obj/machinery/gravity_generator/main/shuttleRotate(rotation, params)
params = NONE
return ..()
// Misc
/// Gravity generator instruction guide
/obj/item/paper/guides/jobs/engi/gravity_gen
name = "paper- 'Generate your own gravity!'"
default_raw_text = {"<h1>Gravity Generator Instructions For Dummies</h1>
<p>Surprisingly, gravity isn't that hard to make! All you have to do is inject deadly radioactive minerals into a ball of
energy and you have yourself gravity! You can turn the machine on or off when required.
The generator produces a very harmful amount of gravity when enabled, so don't stay close for too long.</p>
<br>
<h3>It blew up!</h3>
<p>Don't panic! The gravity generator was designed to be easily repaired. If, somehow, the sturdy framework did not survive then
please proceed to panic; otherwise follow these steps.</p><ol>
<li>Secure the screws of the framework with a screwdriver.</li>
<li>Mend the damaged framework with a welding tool.</li>
<li>Add additional plasteel plating.</li>
<li>Secure the additional plating with a wrench.</li></ol>"}
#undef POWER_IDLE
#undef POWER_UP
#undef POWER_DOWN
#undef GRAV_NEEDS_PLASTEEL
#undef GRAV_NEEDS_SCREWDRIVER
#undef GRAV_NEEDS_WELDING
#undef GRAV_NEEDS_WRENCH