Files
Aurora.3/code/modules/power/gravitygenerator.dm
Werner af16a489a6 Removes Weapons (#7415)
* Adds icon and hitsound where needed.

* Moves alt_attack to /obj/item and deletes weapons.dm

* Replaced /obj/item/weapon with /obj/item

* Fixes merge issues.

* Fix merge issues.
2019-11-16 18:36:13 +01:00

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#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, "<span class='notice'>You secure the screws of the framework.</span>")
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, "<span class='notice'>You mend the damaged framework.</span>")
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, "<span class='notice'>You add the plating to the framework.</span>")
playsound(src.loc, 'sound/machines/click.ogg', 75, 1)
broken_state++
else
to_chat(user, "<span class='notice'>You need 10 sheets of plasteel.</span>")
if(GRAV_NEEDS_WRENCH)
if(I.iswrench())
to_chat(user, "<span class='notice'>You secure the plating to the framework.</span>")
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, "<span class='notice'>You replace the back panel.</span>")
backpanelopen = 0
else
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
to_chat(user, "<span class='notice'>You open the back panel.</span>")
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 += "<span class='linkOn'>ON</span> <A href='?src=\ref[src];gentoggle=1'>OFF</A>"
else
dat += "<A href='?src=\ref[src];gentoggle=1'>ON</A> <span class='linkOn'>OFF</span> "
if(backpanelopen)
dat += "<br>Emergency shutoff:<br>"
dat += "<A href='?src=\ref[src];eshutoff=1'>Red Button</A>"
dat += "<br>Generator Status:<br><div class='statusDisplay'>"
if(charging_state != POWER_IDLE)
dat += "<font class='bad'>WARNING</font> Radiation Detected. <br>[charging_state == POWER_UP ? "Charging..." : "Discharging..."]"
else if(on)
dat += "Powered."
else
dat += "Unpowered."
dat += "<br>Gravity Charge: [charge_count]%</div>"
else
dat += "<h3><font class='bad'>ERROR: SYSTEM MALFUNCTION. PLEASE WAIT...</font></h3>"
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 ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] 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. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>[area.name]</a>)")
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. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>[area.name]</a>)")
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("<h2 class='alert'>Station Announcement:</h2>")
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)