//
// 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)
main_part.generator_parts -= src
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 screws need to be refastened.")
if(GRAV_NEEDS_WELDING)
. += span_notice("There's lots of broken seals on the framework, it could use some welding.")
if(GRAV_NEEDS_PLASTEEL)
. += span_notice("Some of this damaged plating needs full replacement. 10 plasteel> should be enough.")
if(GRAV_NEEDS_WRENCH)
. += span_notice("The new plating just needs to be bolted 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, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("gentoggle")
breaker = !breaker
investigate_log("was toggled [breaker ? "ON" : "OFF"] 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 = on ? 'modular_zubbers/sound/machines/gravgen_up.ogg' : 'modular_zubbers/sound/machines/gravgen_down.ogg' // BUBBER EDIT CHANGE - GRAVGEN SOUNDS
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()
/* BUBBER EDIT CHANGE BEGIN - GRAVGEN SOUNDS - Original:
if(mobs.client)
shake_camera(mobs, 15, 1)
mobs.playsound_local(T, null, 100, 1, 0.5, sound_to_use = alert_sound)
*/
if(mobs.client)
shake_camera(M = mobs, duration = 3.2 SECONDS, strength = 0.5)
mobs.playsound_local(
turf_source = mob_turf,
soundin = alert_sound,
vol = 90,
vary = FALSE,
)
/* Shut up Skyrat priority announcer
//SKYRAT EDIT ADDITON BEGIN
if(!SSmapping.level_has_any_trait(z, ZTRAIT_STATION)) // SHUT THE FUCK UP ABANDONED STATIONS, I DON'T CARE
return
if(on)
priority_announce("A gravity generator has successfully restarted its graviton field, artificial gravity is online.", "Gravity Generator", ANNOUNCER_GRAVGENON)
else
priority_announce("A gravity generator has lost its graviton field integrity ballast, artificial gravity is offline.", "Gravity Generator", ANNOUNCER_GRAVGENOFF)
//SKYRAT EDIT END
*/// BUBBER EDIT CHANGE END - GRAVGEN SOUNDS
/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 = {"Gravity Generator Instructions For Dummies
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.
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.