Files
Bubberstation/code/modules/power/gravitygenerator.dm
John Willard 59aff84b01 Oldstation overall improvements (#66975)
* Revamps oldstation

- Adds a supermatter chamber (very barebones to allow players to set the SM up themselves
- Adds a Gravity generator (the ruin is no longer magically given gravity)
- Adds a custodial closet
- Adds an external exit to Deltastation, so you don't have to blast a hole in the wall to move machines over due to them not fitting in the transit tubes
- Replaced Plasma canisters in SM storage, with SMES parts and an emitter reflector
- Shuffles around Beta storage room
- Moves the emergency power room's cables/APC around
- Adds plumbing
- Fixes lack of vents in the bathrooms
- Adds a third RTG

* adds area over the third RTG (lol)

* Adds a biogenerator to botany

* adds a plating to help gravity gen users

* removes repeat cable coil

* sets vendors to off-station mode

* multi cyclelink + dirtier SM room

* Requested san fixes

* airless, firelocks and AI sat floors.

Oldstation is one of my favorite spawners and my biggest problem with it is people leave when they feel they 'beat' the ruin. Adding more Engineering stuff and improving Service stuff could potentially help with this, as it would feel more worthwhile to spend your time on working towards these projects and goals, rather than just leaving.

There also used to just have 2 rooms in the northwest that just didn't have anything. I assume the hallway left is supposed to be 'alpha' station which is completely gone, but the room north (which is now going to be gravity generator) had no real purpose other than to accidentally depressurize the only pressurized room in Beta since it had no firelocks. It just wasn't really worth being there.
2022-05-18 14:42:27 -06:00

458 lines
13 KiB
Plaintext

//
// Gravity Generator
//
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.
#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/datum/proximity_monitor/advanced/gravity/gravity_field
var/sprite_number = 0
///Audio for when the gravgen is on
var/datum/looping_sound/gravgen/soundloop
/obj/machinery/gravity_generator/Initialize(mapload)
. = ..()
soundloop = new(src, TRUE)
/obj/machinery/gravity_generator/Destroy()
QDEL_NULL(gravity_field)
QDEL_NULL(soundloop)
return ..()
/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()
/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)
/obj/machinery/gravity_generator/part/Destroy()
if(main_part)
qdel(main_part)
set_broken()
QDEL_NULL(soundloop)
return ..()
//
// Part generator which is mostly there for looks
//
/obj/machinery/gravity_generator/part
var/obj/machinery/gravity_generator/main/main_part = null
/obj/machinery/gravity_generator/part/attackby(obj/item/I, mob/user, params)
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, list/modifiers)
return main_part.attack_hand(user, modifiers)
/obj/machinery/gravity_generator/part/set_broken()
..()
if(main_part && !(main_part.machine_stat & BROKEN))
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)
//
// Generator which spawns with the station.
//
/obj/machinery/gravity_generator/main/station/Initialize(mapload)
. = ..()
setup_parts()
middle.add_overlay("activated")
update_list()
//
// Generator an admin can spawn
//
/obj/machinery/gravity_generator/main/station/admin
use_power = NO_POWER_USE
//
// Main Generator with the main code
//
/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
var/on = TRUE
var/breaker = TRUE
var/list/parts = list()
var/obj/middle = null
var/charging_state = POWER_IDLE
var/charge_count = 100
var/current_overlay = null
var/broken_state = 0
var/setting = 1 //Gravity value when on
///Station generator that spawns with gravity turned off.
/obj/machinery/gravity_generator/main/station/off
on = FALSE
breaker = FALSE
charge_count = 0
/obj/machinery/gravity_generator/main/Destroy() // If we somehow get deleted, remove all of our other parts.
investigate_log("was destroyed!", INVESTIGATE_GRAVITY)
on = FALSE
update_list()
for(var/obj/machinery/gravity_generator/part/O in parts)
O.main_part = null
if(!QDESTROYING(O))
qdel(O)
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 = block(locate(our_turf.x - 1, our_turf.y + 2, our_turf.z), locate(our_turf.x + 1, our_turf.y, our_turf.z))
var/count = 10
for(var/turf/T in spawn_turfs)
count--
if(T == our_turf) // Skip our turf.
continue
var/obj/machinery/gravity_generator/part/part = new(T)
if(count == 5) // Middle
middle = part
if(count <= 3) // Their sprite is the top part of the generator
part.set_density(FALSE)
part.layer = WALL_OBJ_LAYER
part.plane = GAME_PLANE_UPPER
part.sprite_number = count
part.main_part = src
parts += part
part.update_appearance()
part.RegisterSignal(src, COMSIG_ATOM_UPDATED_ICON, /obj/machinery/gravity_generator/part/proc/on_update_icon)
/obj/machinery/gravity_generator/main/proc/connected_parts()
return parts.len == 8
/obj/machinery/gravity_generator/main/set_broken()
..()
for(var/obj/machinery/gravity_generator/M in parts)
if(!(M.machine_stat & BROKEN))
M.set_broken()
middle.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/M in parts)
if(M.machine_stat & BROKEN)
M.set_fix()
broken_state = FALSE
update_appearance()
set_power()
// Interaction
// Fixing the gravity generator.
/obj/machinery/gravity_generator/main/attackby(obj/item/I, mob/user, params)
switch(broken_state)
if(GRAV_NEEDS_SCREWDRIVER)
if(I.tool_behaviour == TOOL_SCREWDRIVER)
to_chat(user, span_notice("You secure the screws of the framework."))
I.play_tool_sound(src)
broken_state++
update_appearance()
return
if(GRAV_NEEDS_WELDING)
if(I.tool_behaviour == TOOL_WELDER)
if(I.use_tool(src, user, 0, volume=50, amount=1))
to_chat(user, span_notice("You mend the damaged framework."))
broken_state++
update_appearance()
return
if(GRAV_NEEDS_PLASTEEL)
if(istype(I, /obj/item/stack/sheet/plasteel))
var/obj/item/stack/sheet/plasteel/PS = I
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(I.tool_behaviour == TOOL_WRENCH)
to_chat(user, span_notice("You secure the plating to the framework."))
I.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, params)
. = ..()
if(.)
return
switch(action)
if("gentoggle")
breaker = !breaker
investigate_log("was toggled [breaker ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [key_name(usr)].", INVESTIGATE_GRAVITY)
set_power()
. = TRUE
// Power and Icon States
/obj/machinery/gravity_generator/main/power_change()
. = ..()
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.
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)
if (!SSticker.IsRoundInProgress())
return
soundloop.start()
if (!gravity_in_level())
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()
gravity_field = new(src, 2, TRUE, 6)
complete_state_update()
/obj/machinery/gravity_generator/main/proc/disable()
charging_state = POWER_IDLE
on = FALSE
update_use_power(IDLE_POWER_USE)
if (!SSticker.IsRoundInProgress())
return
soundloop.stop()
if (gravity_in_level())
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()
QDEL_NULL(gravity_field)
complete_state_update()
/obj/machinery/gravity_generator/main/proc/complete_state_update()
update_appearance()
update_list()
// Set the state of the gravity.
/obj/machinery/gravity_generator/main/proc/set_state(new_state)
on = new_state
update_use_power(on ? ACTIVE_POWER_USE : IDLE_POWER_USE)
// Sound the alert if gravity was just enabled or disabled.
var/alert = FALSE
if(SSticker.IsRoundInProgress())
if(on) // If we turned on and the game is live.
else
if(alert)
shake_everyone()
// 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)
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(middle)
middle.cut_overlays()
if(overlay_state)
middle.add_overlay(overlay_state)
current_overlay = overlay_state
// 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/T = get_turf(src)
var/sound/alert_sound = sound('sound/effects/alert.ogg')
for(var/i in GLOB.mob_list)
var/mob/M = i
if(M.z != z && !(SSmapping.level_trait(z, ZTRAITS_STATION) && SSmapping.level_trait(M.z, ZTRAITS_STATION)))
continue
M.update_gravity(M.has_gravity())
if(M.client)
shake_camera(M, 15, 1)
M.playsound_local(T, null, 100, 1, 0.5, S = alert_sound)
/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.loc)
if(T)
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
/obj/machinery/gravity_generator/main/proc/change_setting(value)
if(value != setting)
setting = value
shake_everyone()
// Misc
/obj/item/paper/guides/jobs/engi/gravity_gen
name = "paper- 'Generate your own gravity!'"
info = {"<h1>Gravity Generator Instructions For Dummies</h1>
<p>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.</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>"}