mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-26 17:41:05 +00:00
Redoes how geese handle eating shit, it was fucking stupid and caused harddels, and while this method is technically slower in the best case, it's a fucking goose Fixes action related harddels, I hate how they work but at least this way they won't hold refs. Fixes the hierophont causing its beacon to harddel Removes the M variable from megafauna actions, it was used like a typed owner and caused harddels, so I burned it Fixes target and targets_from harddels, replaces all setters of target with LoseTarget and GiveTarget, which should help maintain behavior. I'm not sure if this breaks anything, but if it does we should fix the assumptions that code makes instead of reverting this change Fixes more area_senstive_contents related harddels, we need to allow the mob to move before clearing out its list. Fixes marked object harddels (I'm coming for you admin team) Fixes a language based human harddel Fixes managed overlay related harddels (This was just emissive blockers, but I think this is a good safety net to have. If we clear the overlay list we should clear this one as well) Fixes bot core harddels, I hate the fact that this exists but it has no reason to know who its owner is Adds a walk(src, 0) to simple_animal destroy, it's the best bang for the buck in terms of stopping spurious harddels. Walk related harddels aren't that expensive in the first place, since byond does the same thing I'm doing here, but this makes finding mob harddels easier, so let's go with it I fixed another source of part harddels, I hate fullupgrade so much Fixes all the sound loop harddels
427 lines
13 KiB
Plaintext
427 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/main/Destroy()
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. = ..()
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QDEL_NULL(soundloop)
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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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/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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