Added a new gravity generator which will produce gravity for the station.

Sprites by Ausop, which he posted in his sprite thread.

The gravity generator is very sturdy, as it is almost indestructible, but explosions can break it and it will need repairs.
Changed C4 to stop del()'ing and instead will only use ex_act().
Added an interact_offline variable for machines that will allow you to interact with them even if they are depowered. The gravity generator only uses this at the moment.

Removed the stun that people get when gravity changes.
Shuttles have gravity still.

Added a gravity generator room to the west of Engineering. It is very secure, with a foyer and requiring CE or Captain access. There are instructions on the table for repairing and enabling/disabling the machine.
This commit is contained in:
Giacomand
2014-03-15 16:59:48 +00:00
parent e6dcf0ea0e
commit cc4dd68bdf
15 changed files with 496 additions and 227 deletions
+346 -112
View File
@@ -1,140 +1,374 @@
// It.. uses a lot of power. Everything under power is engineering stuff, at least.
/obj/machinery/computer/gravity_control_computer
name = "Gravity Generator Control"
desc = "A computer to control a local gravity generator. Qualified personnel only."
icon = 'icons/obj/computer.dmi'
icon_state = "airtunnel0e"
anchored = 1
density = 1
var/obj/machinery/gravity_generator = null
//
// Gravity Generator
//
var/list/gravity_generators = list() // We will keep track of this by adding new gravity generators to the list, and keying it with the z level.
/obj/machinery/gravity_generator/
name = "Gravitational Generator"
var/const/POWER_IDLE = 0
var/const/POWER_UP = 1
var/const/POWER_DOWN = 2
var/const/GRAV_NEEDS_SCREWDRIVER = 0
var/const/GRAV_NEEDS_WELDING = 1
var/const/GRAV_NEEDS_PLASTEEL = 2
var/const/GRAV_NEEDS_WRENCH = 3
//
// Abstract Generator
//
/obj/machinery/gravity_generator
name = "gravitational generator"
desc = "A device which produces a gravaton field when set up."
icon = 'icons/obj/singularity.dmi'
icon_state = "TheSingGen"
icon = 'icons/obj/machines/gravity_generator.dmi'
anchored = 1
density = 1
use_power = 0
unacidable = 1
var/sprite_number = 0
/obj/machinery/gravity_generator/ex_act(severity)
if(severity == 1) // Very sturdy.
set_broken()
/obj/machinery/gravity_generator/meteorhit()
return
/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()
..()
del(src)
/obj/machinery/gravity_generator/proc/set_broken()
stat |= BROKEN
/obj/machinery/gravity_generator/proc/set_fix()
stat &= ~BROKEN
/obj/machinery/gravity_generator/part/Del()
set_broken()
if(main_part)
del(main_part)
..()
//
// 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.overlays += "activated"
update_list()
//
// 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
idle_power_usage = 200
active_power_usage = 1000
interact_offline = 1
var/on = 1
var/list/localareas = list()
var/effectiverange = 25
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
// Borrows code from cloning computer
/obj/machinery/computer/gravity_control_computer/New()
/obj/machinery/gravity_generator/main/Del() // If we somehow get deleted, remove all of our other parts.
on = 0
update_list()
for(var/obj/machinery/gravity_generator/part/O in parts)
O.main_part = null
del(O)
..()
spawn(5)
updatemodules()
return
return
/obj/machinery/gravity_generator/New()
/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
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()
..()
spawn(5)
locatelocalareas()
return
return
for(var/obj/machinery/gravity_generator/M in parts)
if(!(M.stat & BROKEN))
M.set_broken()
middle.overlays.Cut()
charge_count = 0
breaker = 0
set_power()
set_state(0)
/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
/obj/machinery/computer/gravity_control_computer/proc/updatemodules()
src.gravity_generator = findgenerator()
/obj/machinery/gravity_generator/proc/locatelocalareas()
for(var/area/A in range(src,effectiverange))
if(istype(A, /area/space))
continue // No (de)gravitizing space.
if(A.master && !( A.master in localareas) )
localareas += A.master
/obj/machinery/computer/gravity_control_computer/proc/findgenerator()
var/obj/machinery/gravity_generator/foundgenerator = null
for(dir in list(NORTH,EAST,SOUTH,WEST))
//world << "SEARCHING IN [dir]"
foundgenerator = locate(/obj/machinery/gravity_generator/, get_step(src, dir))
if (!isnull(foundgenerator))
//world << "FOUND"
break
return foundgenerator
/obj/machinery/computer/gravity_control_computer/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/gravity_control_computer/attack_ai(mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/gravity_control_computer/attack_hand(mob/user as mob)
user.set_machine(src)
add_fingerprint(user)
if(stat & (BROKEN|NOPOWER))
return
updatemodules()
var/dat = "<h3>Generator Control System</h3>"
//dat += "<font size=-1><a href='byond://?src=\ref[src];refresh=1'>Refresh</a></font>"
if(gravity_generator)
if(gravity_generator:on)
dat += "<font color=green><br><tt>Gravity Status: ON</tt></font><br>"
// 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(istype(I, /obj/item/weapon/screwdriver))
user << "<span class='notice'>You secure the screws of the framework.</span>"
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
broken_state++
if(GRAV_NEEDS_WELDING)
if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = I
if(WT.remove_fuel(1, user))
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/sheet/plasteel))
var/obj/item/stack/sheet/plasteel/PS = I
if(PS.amount >= 10)
PS.use(10)
user << "<span class='notice'>You add the plating to the framework.</span>"
playsound(src.loc, 'sound/machines/click.ogg', 75, 1)
broken_state++
else
user << "<span class='notice'>You need 10 sheets of plasteel.</span>"
if(GRAV_NEEDS_WRENCH)
if(istype(I, /obj/item/weapon/wrench))
user << "<span class='notice'>You secure the plating to the framework.</span>"
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
set_fix()
else
dat += "<font color=red><br><tt>Gravity Status: OFF</tt></font><br>"
..()
if(old_broken_state != broken_state)
update_icon()
dat += "<br><tt>Currently Supplying Gravitons To:</tt><br>"
for(var/area/A in gravity_generator:localareas)
if(A.has_gravity && gravity_generator:on)
dat += "<tt><font color=green>[A]</tt></font><br>"
else if (A.has_gravity)
dat += "<tt><font color=yellow>[A]</tt></font><br>"
else
dat += "<tt><font color=red>[A]</tt></font><br>"
dat += "<br><tt>Maintainence Functions:</tt><br>"
if(gravity_generator:on)
dat += "<a href='byond://?src=\ref[src];gentoggle=1'><font color=red> TURN GRAVITY GENERATOR OFF. </font></a>"
else
dat += "<a href='byond://?src=\ref[src];gentoggle=1'><font color=green> TURN GRAVITY GENERATOR ON. </font></a>"
/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(breaker)
dat += "<span class='linkOn'>ON</span> <A href='?src=\ref[src];gentoggle=1'>OFF</A>"
else
dat += "No local gravity generator detected!"
dat += "<A href='?src=\ref[src];gentoggle=1'>ON</A> <span class='linkOn'>OFF</span> "
user << browse(dat, "window=gravgen")
onclose(user, "gravgen")
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>"
var/datum/browser/popup = new(user, "gravgen", name)
popup.set_content(dat)
popup.open()
/obj/machinery/computer/gravity_control_computer/Topic(href, href_list)
set background = BACKGROUND_ENABLED
/obj/machinery/gravity_generator/main/Topic(href, href_list)
if(..())
return
if(href_list["gentoggle"])
if(gravity_generator:on)
gravity_generator:on = 0
for(var/area/A in gravity_generator:localareas)
var/obj/machinery/gravity_generator/G
for(G in world)
if((A.master in G.localareas) && (G.on))
break
if(!G)
A.gravitychange(0)
else
for(var/area/A in gravity_generator:localareas)
gravity_generator:on = 1
A.gravitychange(1)
breaker = !breaker
set_power()
src.updateUsrDialog()
return
// Power and Icon States
/obj/machinery/gravity_generator/main/power_change()
..()
set_power()
/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.
update_icon()
// Set the state of the gravity.
/obj/machinery/gravity_generator/main/proc/set_state(var/new_state)
charging_state = POWER_IDLE
on = new_state
use_power = on ? 2 : 1
// Sound the alert if gravity was just enabled or disabled.
var/alert = 0
if(new_state) // If we turned on
if(gravity_in_level() == 0)
alert = 1
else
if(gravity_in_level() == 1)
alert = 1
update_icon()
update_list()
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/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', 75, 1)
updateDialog()
if(prob(25)) // To help stop "Your clothes feel warm" spam.
pulse_radiation()
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(middle)
middle.overlays.Cut()
if(overlay_state)
middle.overlays += overlay_state
current_overlay = overlay_state
/obj/machinery/gravity_generator/main/proc/pulse_radiation()
for(var/mob/living/L in view(7, src))
L.apply_effect(20, IRRADIATE)
// 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 player_list)
var/turf/their_turf = get_turf(M)
if(M.client && their_turf.z == our_turf.z)
shake_camera(M, 15, 1)
M.playsound_local(our_turf, 'sound/machines/signal.ogg', 100)
/obj/machinery/gravity_generator/main/proc/gravity_in_level()
var/turf/T = get_turf(src)
if(!T)
return 0
if(gravity_generators["[T.z]"])
return length(gravity_generators["[T.z]"])
return 0
/obj/machinery/gravity_generator/main/proc/update_list()
var/turf/T = get_turf(src.loc)
if(T)
if(!gravity_generators["[T.z]"])
gravity_generators["[T.z]"] = list()
if(on)
gravity_generators["[T.z]"] |= src
else
gravity_generators["[T.z]"] -= src
// Misc
/obj/item/weapon/paper/gravity_gen
name = "paper- 'Generate your own gravity!'"
info = {"<h1>Gravity Generator Instructions For Dummies</h1>
<p>Surprisenly, 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 but you must remember that the generator
will EMIT RADIATION when charging or discharging, you can tell it is charging or discharging by the noise it makes, so please WEAR RADIOACTIVE CLOTHING.</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>"}