mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-28 01:51:46 +00:00
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015) * Adds explosion SFX to the blastcannon and explosive compressor - Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it. * Miscellaneous changes - Adds defines for the internal explosion arglist keys - Reverses the values of the explosion severity defines - Changes almost everything that uses `/proc/explosion` to use named arguments - Removes a whole bunch of argname = 0 in explosion calls. * Removes named callback arguments. * Changes the explosion signals to just use the arguments list Adds a simple framework to let objects respond to explosions occurring inside of them. Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on. Makes the explosive compressor and blastcannon actually use the TTVs they are given. Adds support for things responding to internal explosions. Less snowflake code for the explosive compressor and blastcannon calculating bomb range.* Less confusing explosion severity defines. Less opaque explosion arguments *does not guarantee that the solution to letting them actually use the TTV is any less snowflake. * Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
429 lines
13 KiB
Plaintext
429 lines
13 KiB
Plaintext
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//
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// Gravity Generator
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//
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GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding new gravity generators to the list, and keying it with the z level.
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#define POWER_IDLE 0
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#define POWER_UP 1
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#define POWER_DOWN 2
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#define GRAV_NEEDS_SCREWDRIVER 0
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#define GRAV_NEEDS_WELDING 1
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#define GRAV_NEEDS_PLASTEEL 2
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#define GRAV_NEEDS_WRENCH 3
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//
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// Abstract Generator
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//
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/obj/machinery/gravity_generator
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name = "gravitational generator"
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desc = "A device which produces a graviton field when set up."
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icon = 'icons/obj/machines/gravity_generator.dmi'
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density = TRUE
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move_resist = INFINITY
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use_power = NO_POWER_USE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/sprite_number = 0
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///Audio for when the gravgen is on
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var/datum/looping_sound/gravgen/soundloop
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/obj/machinery/gravity_generator/main/Initialize()
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. = ..()
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soundloop = new(list(src), TRUE)
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/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)
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return FALSE
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/obj/machinery/gravity_generator/ex_act(severity, target)
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if(severity >= EXPLODE_DEVASTATE) // Very sturdy.
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set_broken()
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/obj/machinery/gravity_generator/blob_act(obj/structure/blob/B)
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if(prob(20))
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set_broken()
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/obj/machinery/gravity_generator/zap_act(power, zap_flags)
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. = ..()
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if(zap_flags & ZAP_MACHINE_EXPLOSIVE)
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qdel(src)//like the singulo, tesla deletes it. stops it from exploding over and over
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/obj/machinery/gravity_generator/update_icon_state()
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icon_state = "[get_status()]_[sprite_number]"
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return ..()
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/obj/machinery/gravity_generator/proc/get_status()
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return "off"
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// You aren't allowed to move.
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/obj/machinery/gravity_generator/Move()
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. = ..()
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qdel(src)
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/obj/machinery/gravity_generator/proc/set_broken()
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obj_break()
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/obj/machinery/gravity_generator/proc/set_fix()
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set_machine_stat(machine_stat & ~BROKEN)
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/obj/machinery/gravity_generator/part/Destroy()
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if(main_part)
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qdel(main_part)
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set_broken()
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QDEL_NULL(soundloop)
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return ..()
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//
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// Part generator which is mostly there for looks
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//
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/obj/machinery/gravity_generator/part
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var/obj/machinery/gravity_generator/main/main_part = null
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/obj/machinery/gravity_generator/part/attackby(obj/item/I, mob/user, params)
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return main_part.attackby(I, user)
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/obj/machinery/gravity_generator/part/get_status()
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return main_part?.get_status()
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/obj/machinery/gravity_generator/part/attack_hand(mob/user, list/modifiers)
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return main_part.attack_hand(user, modifiers)
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/obj/machinery/gravity_generator/part/set_broken()
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..()
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if(main_part && !(main_part.machine_stat & BROKEN))
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main_part.set_broken()
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/// Used to eat args
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/obj/machinery/gravity_generator/part/proc/on_update_icon(obj/machinery/gravity_generator/source, updates, updated)
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SIGNAL_HANDLER
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return update_appearance(updates)
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//
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// Generator which spawns with the station.
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//
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/obj/machinery/gravity_generator/main/station/Initialize()
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. = ..()
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setup_parts()
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middle.add_overlay("activated")
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update_list()
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//
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// Generator an admin can spawn
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//
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/obj/machinery/gravity_generator/main/station/admin
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use_power = NO_POWER_USE
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//
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// Main Generator with the main code
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//
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/obj/machinery/gravity_generator/main
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icon_state = "on_8"
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idle_power_usage = 0
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active_power_usage = 3000
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power_channel = AREA_USAGE_ENVIRON
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sprite_number = 8
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use_power = IDLE_POWER_USE
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interaction_flags_machine = INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OFFLINE
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var/on = TRUE
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var/breaker = TRUE
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var/list/parts = list()
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var/obj/middle = null
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var/charging_state = POWER_IDLE
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var/charge_count = 100
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var/current_overlay = null
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var/broken_state = 0
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var/setting = 1 //Gravity value when on
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/obj/machinery/gravity_generator/main/Destroy() // If we somehow get deleted, remove all of our other parts.
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investigate_log("was destroyed!", INVESTIGATE_GRAVITY)
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on = FALSE
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update_list()
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for(var/obj/machinery/gravity_generator/part/O in parts)
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O.main_part = null
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if(!QDESTROYING(O))
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qdel(O)
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return ..()
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/obj/machinery/gravity_generator/main/proc/setup_parts()
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var/turf/our_turf = get_turf(src)
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// 9x9 block obtained from the bottom middle of the block
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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))
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var/count = 10
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for(var/turf/T in spawn_turfs)
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count--
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if(T == our_turf) // Skip our turf.
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continue
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var/obj/machinery/gravity_generator/part/part = new(T)
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if(count == 5) // Middle
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middle = part
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if(count <= 3) // Their sprite is the top part of the generator
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part.density = FALSE
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part.layer = WALL_OBJ_LAYER
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part.sprite_number = count
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part.main_part = src
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parts += part
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part.update_appearance()
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part.RegisterSignal(src, COMSIG_ATOM_UPDATED_ICON, /obj/machinery/gravity_generator/part/proc/on_update_icon)
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/obj/machinery/gravity_generator/main/proc/connected_parts()
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return parts.len == 8
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/obj/machinery/gravity_generator/main/set_broken()
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..()
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for(var/obj/machinery/gravity_generator/M in parts)
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if(!(M.machine_stat & BROKEN))
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M.set_broken()
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middle.cut_overlays()
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charge_count = 0
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breaker = FALSE
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set_power()
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set_state(0)
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investigate_log("has broken down.", INVESTIGATE_GRAVITY)
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/obj/machinery/gravity_generator/main/set_fix()
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..()
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for(var/obj/machinery/gravity_generator/M in parts)
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if(M.machine_stat & BROKEN)
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M.set_fix()
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broken_state = FALSE
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update_appearance()
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set_power()
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// Interaction
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// Fixing the gravity generator.
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/obj/machinery/gravity_generator/main/attackby(obj/item/I, mob/user, params)
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switch(broken_state)
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if(GRAV_NEEDS_SCREWDRIVER)
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if(I.tool_behaviour == TOOL_SCREWDRIVER)
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to_chat(user, "<span class='notice'>You secure the screws of the framework.</span>")
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I.play_tool_sound(src)
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broken_state++
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update_appearance()
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return
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if(GRAV_NEEDS_WELDING)
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if(I.tool_behaviour == TOOL_WELDER)
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if(I.use_tool(src, user, 0, volume=50, amount=1))
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to_chat(user, "<span class='notice'>You mend the damaged framework.</span>")
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broken_state++
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update_appearance()
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return
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if(GRAV_NEEDS_PLASTEEL)
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if(istype(I, /obj/item/stack/sheet/plasteel))
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var/obj/item/stack/sheet/plasteel/PS = I
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if(PS.get_amount() >= 10)
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PS.use(10)
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to_chat(user, "<span class='notice'>You add the plating to the framework.</span>")
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playsound(src.loc, 'sound/machines/click.ogg', 75, TRUE)
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broken_state++
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update_appearance()
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else
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to_chat(user, "<span class='warning'>You need 10 sheets of plasteel!</span>")
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return
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if(GRAV_NEEDS_WRENCH)
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if(I.tool_behaviour == TOOL_WRENCH)
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to_chat(user, "<span class='notice'>You secure the plating to the framework.</span>")
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I.play_tool_sound(src)
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set_fix()
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return
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return ..()
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/obj/machinery/gravity_generator/main/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "GravityGenerator", name)
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ui.open()
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/obj/machinery/gravity_generator/main/ui_data(mob/user)
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var/list/data = list()
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data["breaker"] = breaker
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data["charge_count"] = charge_count
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data["charging_state"] = charging_state
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data["on"] = on
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data["operational"] = (machine_stat & BROKEN) ? FALSE : TRUE
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return data
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/obj/machinery/gravity_generator/main/ui_act(action, params)
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. = ..()
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if(.)
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return
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switch(action)
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if("gentoggle")
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breaker = !breaker
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investigate_log("was toggled [breaker ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [key_name(usr)].", INVESTIGATE_GRAVITY)
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set_power()
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. = TRUE
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// Power and Icon States
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/obj/machinery/gravity_generator/main/power_change()
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. = ..()
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investigate_log("has [machine_stat & NOPOWER ? "lost" : "regained"] power.", INVESTIGATE_GRAVITY)
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set_power()
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/obj/machinery/gravity_generator/main/get_status()
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if(machine_stat & BROKEN)
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return "fix[min(broken_state, 3)]"
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return on || charging_state != POWER_IDLE ? "on" : "off"
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// Set the charging state based on power/breaker.
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/obj/machinery/gravity_generator/main/proc/set_power()
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var/new_state = FALSE
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if(machine_stat & (NOPOWER|BROKEN) || !breaker)
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new_state = FALSE
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else if(breaker)
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new_state = TRUE
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charging_state = new_state ? POWER_UP : POWER_DOWN // Startup sequence animation.
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investigate_log("is now [charging_state == POWER_UP ? "charging" : "discharging"].", INVESTIGATE_GRAVITY)
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update_appearance()
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// Set the state of the gravity.
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/obj/machinery/gravity_generator/main/proc/set_state(new_state)
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charging_state = POWER_IDLE
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on = new_state
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use_power = on ? ACTIVE_POWER_USE : IDLE_POWER_USE
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// Sound the alert if gravity was just enabled or disabled.
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var/alert = FALSE
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if(SSticker.IsRoundInProgress())
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if(on) // If we turned on and the game is live.
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soundloop.start()
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if(gravity_in_level() == FALSE)
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alert = TRUE
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investigate_log("was brought online and is now producing gravity for this level.", INVESTIGATE_GRAVITY)
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message_admins("The gravity generator was brought online [ADMIN_VERBOSEJMP(src)]")
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else
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soundloop.stop()
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if(gravity_in_level() == TRUE)
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alert = TRUE
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investigate_log("was brought offline and there is now no gravity for this level.", INVESTIGATE_GRAVITY)
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message_admins("The gravity generator was brought offline with no backup generator. [ADMIN_VERBOSEJMP(src)]")
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update_appearance()
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update_list()
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src.updateUsrDialog()
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if(alert)
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shake_everyone()
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// Charge/Discharge and turn on/off gravity when you reach 0/100 percent.
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// Also emit radiation and handle the overlays.
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/obj/machinery/gravity_generator/main/process()
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if(machine_stat & BROKEN)
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return
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if(charging_state != POWER_IDLE)
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if(charging_state == POWER_UP && charge_count >= 100)
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set_state(1)
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else if(charging_state == POWER_DOWN && charge_count <= 0)
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set_state(0)
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else
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if(charging_state == POWER_UP)
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charge_count += 2
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else if(charging_state == POWER_DOWN)
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charge_count -= 2
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if(charge_count % 4 == 0 && prob(75)) // Let them know it is charging/discharging.
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playsound(src.loc, 'sound/effects/empulse.ogg', 100, TRUE)
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updateDialog()
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if(prob(25)) // To help stop "Your clothes feel warm." spam.
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pulse_radiation()
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var/overlay_state = null
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switch(charge_count)
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if(0 to 20)
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overlay_state = null
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if(21 to 40)
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overlay_state = "startup"
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if(41 to 60)
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overlay_state = "idle"
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if(61 to 80)
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overlay_state = "activating"
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if(81 to 100)
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overlay_state = "activated"
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if(overlay_state != current_overlay)
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if(middle)
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middle.cut_overlays()
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if(overlay_state)
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middle.add_overlay(overlay_state)
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current_overlay = overlay_state
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/obj/machinery/gravity_generator/main/proc/pulse_radiation()
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radiation_pulse(src, 200)
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// Shake everyone on the z level to let them know that gravity was enagaged/disenagaged.
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/obj/machinery/gravity_generator/main/proc/shake_everyone()
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var/turf/T = get_turf(src)
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var/sound/alert_sound = sound('sound/effects/alert.ogg')
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for(var/i in GLOB.mob_list)
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var/mob/M = i
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if(M.z != z && !(SSmapping.level_trait(z, ZTRAITS_STATION) && SSmapping.level_trait(M.z, ZTRAITS_STATION)))
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continue
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M.update_gravity(M.mob_has_gravity())
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if(M.client)
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shake_camera(M, 15, 1)
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M.playsound_local(T, null, 100, 1, 0.5, S = alert_sound)
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//SKYRAT EDIT ADDITON BEGIN
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if(on)
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priority_announce("GRAVITATIONAL SYSTEMS OPERATIONAL", "Gravity Generator", ANNOUNCER_GRAVGENON)
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else
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priority_announce("GRAVITATIONAL SYSTEMS FAILURE", "Gravity Generator", ANNOUNCER_GRAVGENOFF)
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//SKYRAT EDIT END
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/obj/machinery/gravity_generator/main/proc/gravity_in_level()
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var/turf/T = get_turf(src)
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if(!T)
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return FALSE
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if(GLOB.gravity_generators["[T.z]"])
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return length(GLOB.gravity_generators["[T.z]"])
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return FALSE
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/obj/machinery/gravity_generator/main/proc/update_list()
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var/turf/T = get_turf(src.loc)
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if(T)
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var/list/z_list = list()
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// Multi-Z, station gravity generator generates gravity on all ZTRAIT_STATION z-levels.
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if(SSmapping.level_trait(T.z, ZTRAIT_STATION))
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for(var/z in SSmapping.levels_by_trait(ZTRAIT_STATION))
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z_list += z
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else
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z_list += T.z
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for(var/z in z_list)
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if(!GLOB.gravity_generators["[z]"])
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GLOB.gravity_generators["[z]"] = list()
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if(on)
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GLOB.gravity_generators["[z]"] |= src
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else
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GLOB.gravity_generators["[z]"] -= src
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/obj/machinery/gravity_generator/main/proc/change_setting(value)
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if(value != setting)
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setting = value
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shake_everyone()
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// Misc
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/obj/item/paper/guides/jobs/engi/gravity_gen
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name = "paper- 'Generate your own gravity!'"
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info = {"<h1>Gravity Generator Instructions For Dummies</h1>
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<p>Surprisingly, gravity isn't that hard to make! All you have to do is inject deadly radioactive minerals into a ball of
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energy and you have yourself gravity! You can turn the machine on or off when required but you must remember that the generator
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will EMIT RADIATION when charging or discharging, you can tell it is charging or discharging by the noise it makes, so please WEAR PROTECTIVE CLOTHING.</p>
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<br>
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<h3>It blew up!</h3>
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<p>Don't panic! The gravity generator was designed to be easily repaired. If, somehow, the sturdy framework did not survive then
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please proceed to panic; otherwise follow these steps.</p><ol>
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<li>Secure the screws of the framework with a screwdriver.</li>
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<li>Mend the damaged framework with a welding tool.</li>
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<li>Add additional plasteel plating.</li>
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<li>Secure the additional plating with a wrench.</li></ol>"}
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