#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 #define AREA_ERRNONE 0 #define AREA_STATION 1 #define AREA_SPACE 2 #define AREA_SPECIAL 3 // // Abstract Generator // /obj/machinery/gravity_generator name = "gravitational generator" desc = "A device which produces a gravaton field when set up." icon = 'icons/obj/machines/gravity_generator.dmi' anchored = 1 density = 1 use_power = 0 unacidable = 1 var/sprite_number = 0 light_color = LIGHT_COLOR_CYAN light_power = 1 light_range = 8 /obj/machinery/gravity_generator/ex_act(severity) if(severity == 1) // Very sturdy. set_broken() /obj/machinery/gravity_generator/update_icon() ..() icon_state = "[get_status()]_[sprite_number]" /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() stat |= BROKEN /obj/machinery/gravity_generator/proc/set_fix() stat &= ~BROKEN /obj/machinery/gravity_generator/part/Destroy() set_broken() if(main_part) qdel(main_part) return ..() // // Part generator which is mostly there for looks // /obj/machinery/gravity_generator/part var/obj/machinery/gravity_generator/main/main_part = null /obj/machinery/gravity_generator/part/attackby(obj/item/I as obj, mob/user as mob) return main_part.attackby(I, user) /obj/machinery/gravity_generator/part/get_status() return main_part.get_status() /obj/machinery/gravity_generator/part/attack_hand(mob/user as mob) return main_part.attack_hand(user) /obj/machinery/gravity_generator/part/set_broken() ..() if(main_part && !(main_part.stat & BROKEN)) main_part.set_broken() // // Generator which spawns with the station. // /obj/machinery/gravity_generator/main/station/Initialize() . = ..() setup_parts() middle.add_overlay("activated") update_list(TRUE) addtimer(CALLBACK(src, .proc/round_startset), 100) /obj/machinery/gravity_generator/main/station/proc/round_startset() if(round_start >= 1) round_start-- set_light(8,1,LIGHT_COLOR_CYAN) // // Generator an admin can spawn // /obj/machinery/gravity_generator/main/station/admin/Initialize() . = ..() round_start = 1 // // Main Generator with the main code // /obj/machinery/gravity_generator/main icon_state = "on_8" idle_power_usage = 0 active_power_usage = 3000 power_channel = ENVIRON sprite_number = 8 use_power = 1 interact_offline = 1 var/on = 1 var/breaker = 1 var/list/parts = list() var/obj/middle = null var/charging_state = POWER_IDLE var/charge_count = 100 var/current_overlay = null var/broken_state = 0 var/list/localareas = list() var/round_start = 2 //To help stop a bug with round start var/backpanelopen = 0 var/eventon = 0 /obj/machinery/gravity_generator/main/Destroy() log_debug("Gravity Generator Destroyed") investigate_log("was destroyed!", "gravity") on = 0 update_list(TRUE) for(var/obj/machinery/gravity_generator/part/O in parts) O.main_part = null qdel(O) return ..() /obj/machinery/gravity_generator/main/proc/eventshutofftoggle() // Used by the gravity event. Bypasses charging and all of that stuff. breaker = 0 set_state(eventon) sleep(20) charge_count = 0 breaker = 1 charging_state = POWER_UP set_power() eventon = !eventon addtimer(CALLBACK(src, .proc/reset_event), 100) // Because it takes 100 seconds for it to recharge. And we need to make sure we resen this var /obj/machinery/gravity_generator/main/proc/reset_event() eventon = !eventon /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 = block(locate(our_turf.x - 1, our_turf.y + 2, our_turf.z), locate(our_turf.x + 1, our_turf.y, our_turf.z)) 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 middle = part if(count <= 3) // Their sprite is the top part of the generator part.density = 0 part.layer = MOB_LAYER + 0.1 part.sprite_number = count part.main_part = src parts += part part.update_icon() /obj/machinery/gravity_generator/main/proc/connected_parts() return parts.len == 8 /obj/machinery/gravity_generator/main/set_broken() ..() for(var/obj/machinery/gravity_generator/M in parts) if(!(M.stat & BROKEN)) M.set_broken() middle.cut_overlays() charge_count = 0 breaker = 0 set_power() set_state(0) investigate_log("has broken down.", "gravity") /obj/machinery/gravity_generator/main/set_fix() ..() for(var/obj/machinery/gravity_generator/M in parts) if(M.stat & BROKEN) M.set_fix() broken_state = 0 update_icon() set_power() // Interaction // Fixing the gravity generator. /obj/machinery/gravity_generator/main/attackby(obj/item/I as obj, mob/user as mob) var/old_broken_state = broken_state switch(broken_state) if(GRAV_NEEDS_SCREWDRIVER) if(I.isscrewdriver()) to_chat(user, "You secure the screws of the framework.") playsound(src.loc, I.usesound, 50, 1) broken_state++ if(GRAV_NEEDS_WELDING) if(I.iswelder()) var/obj/item/weldingtool/WT = I if(WT.remove_fuel(1, user)) to_chat(user, "You mend the damaged framework.") playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1) broken_state++ if(GRAV_NEEDS_PLASTEEL) if(istype(I, /obj/item/stack/material/plasteel)) var/obj/item/stack/material/plasteel/PS = I if(PS.amount >= 10) PS.use(10) to_chat(user, "You add the plating to the framework.") playsound(src.loc, 'sound/machines/click.ogg', 75, 1) broken_state++ else to_chat(user, "You need 10 sheets of plasteel.") if(GRAV_NEEDS_WRENCH) if(I.iswrench()) to_chat(user, "You secure the plating to the framework.") playsound(src.loc, I.usesound, 75, 1) set_fix() else ..() if(I.iscrowbar()) if(backpanelopen) playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1) to_chat(user, "You replace the back panel.") backpanelopen = 0 else playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1) to_chat(user, "You open the back panel.") backpanelopen = 1 if(old_broken_state != broken_state) update_icon() /obj/machinery/gravity_generator/main/attack_hand(mob/user as mob) if(!..()) return interact(user) /obj/machinery/gravity_generator/main/interact(mob/user as mob) if(stat & BROKEN) return var/dat = "Gravity Generator Breaker: " if(!eventon) if(breaker) dat += "ON OFF" else dat += "ON OFF " if(backpanelopen) dat += "
Emergency shutoff:
" dat += "Red Button" dat += "
Generator Status:
" if(charging_state != POWER_IDLE) dat += "WARNING Radiation Detected.
[charging_state == POWER_UP ? "Charging..." : "Discharging..."]" else if(on) dat += "Powered." else dat += "Unpowered." dat += "
Gravity Charge: [charge_count]%
" else dat += "

ERROR: SYSTEM MALFUNCTION. PLEASE WAIT...

" var/datum/browser/popup = new(user, "gravgen", name) popup.set_content(dat) popup.open() /obj/machinery/gravity_generator/main/Topic(href, href_list) if(..()) return if(href_list["gentoggle"]) breaker = !breaker investigate_log("was toggled [breaker ? "ON" : "OFF"] by [usr.key].", "gravity") set_power() src.updateUsrDialog() else if(href_list["eshutoff"]) investigate_log("was shut off by [usr.key].", "gravity") eshutoff() /obj/machinery/gravity_generator/main/power_change() ..() breaker = (stat & NOPOWER) ? FALSE : TRUE set_power() investigate_log("has [stat & NOPOWER ? "lost" : "regained"] power.", "gravity") /obj/machinery/gravity_generator/main/proc/eshutoff() if(charge_count > 0) charge_count = 0 playsound(src.loc, 'sound/effects/EMPulse.ogg', 100, 1) pulse_radiation(100) set_state(0) if(middle) middle.cut_overlays() if(prob(1)) //It will spawn a small one and eat the generator. Won't cause any other issues considering it's a 1x1 and will go away on it's own. new /obj/singularity(src.loc) if(prob(33)) //Releasing all that power at once is dangerous. empulse(src.loc, 2, 4) set_light(10,1,LIGHT_COLOR_FLARE) sleep(5) set_light(5,0.5,LIGHT_COLOR_FIRE) sleep(5) set_light(0,0,"#000000") /obj/machinery/gravity_generator/main/get_status() if(stat & BROKEN) return "fix[min(broken_state, 3)]" return on || charging_state != POWER_IDLE ? "on" : "off" /obj/machinery/gravity_generator/main/update_icon() ..() for(var/obj/O in parts) O.update_icon() // Set the charging state based on power/breaker. /obj/machinery/gravity_generator/main/proc/set_power() var/new_state = 0 if(stat & (NOPOWER|BROKEN) || !breaker) new_state = 0 else if(breaker) new_state = 1 charging_state = new_state ? POWER_UP : POWER_DOWN // Startup sequence animation. investigate_log("is now [charging_state == POWER_UP ? "charging" : "discharging"].", "gravity") update_icon() // Set the state of the gravity. /obj/machinery/gravity_generator/main/proc/set_state(var/new_state) charging_state = POWER_IDLE var/gravity_changed = (on != new_state) on = new_state use_power = on ? 2 : 1 // Sound the alert if gravity was just enabled or disabled. var/alert = 0 var/area/area = get_area(src) if(new_state) // If we turned on if(!area.has_gravity()) alert = 1 gravity_is_on = 1 investigate_log("was brought online and is now producing gravity for this level.", "gravity") message_admins("The gravity generator was brought online. ([area.name])") else if(area.has_gravity()) alert = 1 gravity_is_on = 0 investigate_log("was brought offline and there is now no gravity for this level.", "gravity") message_admins("The gravity generator was brought offline with no backup generator. ([area.name])") update_icon() update_list(gravity_changed) src.updateUsrDialog() if(alert) shake_everyone() // Charge/Discharge and turn on/off gravity when you reach 0/100 percent. // Also emit radiation and handle the overlays. /obj/machinery/gravity_generator/main/machinery_process() if(stat & BROKEN) return if(charging_state != POWER_IDLE) if(charging_state == POWER_UP && charge_count >= 100) set_state(1) else if(charging_state == POWER_DOWN && charge_count <= 0) set_state(0) 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, 1) updateDialog() if(prob(30)) // To help stop "Your clothes feel warm" spam. pulse_radiation() var/overlay_state = null switch(charge_count) if(0 to 20) overlay_state = null set_light(0,0,"#000000") if(21 to 40) overlay_state = "startup" set_light(4,0.2,LIGHT_COLOR_BLUE) if(41 to 60) overlay_state = "idle" set_light(6,0.5,"#7D9BFF") //More of a washed out perywinkle than blue but shut up. if(61 to 80) overlay_state = "activating" set_light(6,0.8,"#7DC3FF") if(81 to 100) overlay_state = "activated" set_light(8,1,LIGHT_COLOR_CYAN) if(overlay_state != current_overlay) if(middle) middle.cut_overlays() if(overlay_state) middle.add_overlay(overlay_state) current_overlay = overlay_state /obj/machinery/gravity_generator/main/proc/pulse_radiation(var/amount = 20) for(var/mob/living/L in view(7, src)) L.apply_effect(amount, IRRADIATE, blocked = L.getarmor(null, "rad")) // Shake everyone on the z level to let them know that gravity was enagaged/disenagaged. /obj/machinery/gravity_generator/main/proc/shake_everyone() var/turf/our_turf = get_turf(src) for(var/mob/M in mob_list) var/turf/their_turf = get_turf(M) if(their_turf && (their_turf.z == our_turf.z)) M.update_gravity(M.mob_has_gravity()) if(M.client) if(!M) return shake_camera(M, 5, 1) M.playsound_simple(our_turf, 'sound/effects/alert.ogg', 100, use_random_freq = TRUE, falloff = 0.5) /obj/machinery/gravity_generator/main/proc/update_list(var/gravity_changed = FALSE) var/turf/T = get_turf(src.loc) if(T) if(!SSmachinery.gravity_generators) SSmachinery.gravity_generators = list() if(on && gravity_changed) for(var/area/A in localareas) A.gravitychange(TRUE) SSmachinery.gravity_generators += src else if (!on) for(var/area/A in localareas) A.gravitychange(FALSE) SSmachinery.gravity_generators -= src /obj/machinery/gravity_generator/main/Initialize() . = ..() addtimer(CALLBACK(src, .proc/updateareas), 10) return /obj/machinery/gravity_generator/main/proc/updateareas() for(var/area/A in all_areas) if(!(get_area_type(A) == AREA_STATION)) continue localareas += A /obj/machinery/gravity_generator/main/proc/get_area_type(var/area/A = get_area()) if (A.name == "Space") return AREA_SPACE else if(A.alwaysgravity == 1 || A.nevergravity == 1) return AREA_SPECIAL else return AREA_STATION /obj/machinery/gravity_generator/main/proc/throw_up_and_down(var/area/Area) if(!Area) return to_world("

Station Announcement:

") to_world(span("danger", "Warning! Localized Gravity Failure in \the [Area]. Brace for dangerous gravity change!")) sleep(50) set_state(FALSE) sleep(30) set_state(TRUE) for(var/mob/living/M in mob_list) var/turf/their_turf = get_turf(M) if(their_turf?.loc == Area) if(ishuman(M)) var/mob/living/carbon/human/H = M var/obj/item/clothing/shoes/magboots/boots = H.get_equipped_item(slot_shoes) if(istype(boots)) continue to_chat(M, span("danger", "Suddenly the gravity pushed you up to the ceiling and dropped you back on the floor with great force!")) M.fall_impact(1)