mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-26 01:22:03 +00:00
* Changes how weather sends sound to players, reduces sound loop overtime (#59284) * Converts looping sounds from a list of play locations to just the one * Updates all uses of looping sounds to match the new arg * Adds an area based sound manager that hooks into looping sounds to drive the actual audio. I'll be using this to redo how weather effects handle sound * Some structrual stuff to make everything else smoother Timers now properly return the time left for client based timers Weather sends global signals when it starts/stops Looping sounds now use their timerid var for all their sound related timers, not just the main loop * This is the painful part Adds an area sound manager component, it handles the logic of moving into new areas potentially creating new sound loops. We do some extra work to prevent stacking sound loops. Adds an ash storm listener element that adds a tailored area sound manager to clients on the lavaland z level. It's removed on logout. Adds the ash_storm_sounds assoc list, a reference to this is passed into area sound managers, and it's modified in a manner that doesn't break the reference in ash_storm (This is what I hate) * Hooks ash storm listener into cliented mobs and possessed objects * Documents the odd ref stuff, adds an ignore start var to looping sounds, fixes some errors and lint issues * Applies kyler's review banging Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com> * Cleans up some var names, reduces the amount of looping we do in some areas * Makes the code compile, redoes the movement listener to be more general * fuck * We don't need to detach on del if we're just removing signals on detach * Should? work * if(direct) memes Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com> * Changes how weather sends sound to players, reduces sound loop overtime Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
433 lines
13 KiB
Plaintext
433 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/sprite_number = 0
|
|
///Audio for when the gravgen is on
|
|
var/datum/looping_sound/gravgen/soundloop
|
|
|
|
/obj/machinery/gravity_generator/main/Initialize()
|
|
. = ..()
|
|
soundloop = new(src, TRUE)
|
|
|
|
/obj/machinery/gravity_generator/main/Destroy()
|
|
. = ..()
|
|
QDEL_NULL(soundloop)
|
|
|
|
/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()
|
|
obj_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()
|
|
. = ..()
|
|
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 = 3000
|
|
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
|
|
|
|
/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.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()
|
|
set_state(0)
|
|
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()
|
|
|
|
// Set the state of the gravity.
|
|
/obj/machinery/gravity_generator/main/proc/set_state(new_state)
|
|
charging_state = POWER_IDLE
|
|
on = new_state
|
|
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.
|
|
soundloop.start()
|
|
if(gravity_in_level() == FALSE)
|
|
alert = TRUE
|
|
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)]")
|
|
else
|
|
soundloop.stop()
|
|
if(gravity_in_level() == TRUE)
|
|
alert = TRUE
|
|
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)]")
|
|
|
|
update_appearance()
|
|
update_list()
|
|
src.updateUsrDialog()
|
|
if(alert)
|
|
shake_everyone()
|
|
|
|
// Charge/Discharge and turn on/off gravity when you reach 0/100 percent.
|
|
// Also emit radiation and handle the overlays.
|
|
/obj/machinery/gravity_generator/main/process()
|
|
if(machine_stat & BROKEN)
|
|
return
|
|
if(charging_state != POWER_IDLE)
|
|
if(charging_state == POWER_UP && charge_count >= 100)
|
|
set_state(1)
|
|
else if(charging_state == POWER_DOWN && charge_count <= 0)
|
|
set_state(0)
|
|
else
|
|
if(charging_state == POWER_UP)
|
|
charge_count += 2
|
|
else if(charging_state == POWER_DOWN)
|
|
charge_count -= 2
|
|
|
|
if(charge_count % 4 == 0 && prob(75)) // Let them know it is charging/discharging.
|
|
playsound(src.loc, 'sound/effects/empulse.ogg', 100, TRUE)
|
|
|
|
updateDialog()
|
|
if(prob(25)) // To help stop "Your clothes feel warm." spam.
|
|
pulse_radiation()
|
|
|
|
var/overlay_state = null
|
|
switch(charge_count)
|
|
if(0 to 20)
|
|
overlay_state = null
|
|
if(21 to 40)
|
|
overlay_state = "startup"
|
|
if(41 to 60)
|
|
overlay_state = "idle"
|
|
if(61 to 80)
|
|
overlay_state = "activating"
|
|
if(81 to 100)
|
|
overlay_state = "activated"
|
|
|
|
if(overlay_state != current_overlay)
|
|
if(middle)
|
|
middle.cut_overlays()
|
|
if(overlay_state)
|
|
middle.add_overlay(overlay_state)
|
|
current_overlay = overlay_state
|
|
|
|
|
|
/obj/machinery/gravity_generator/main/proc/pulse_radiation()
|
|
radiation_pulse(src, 200)
|
|
|
|
// 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.mob_has_gravity())
|
|
if(M.client)
|
|
shake_camera(M, 15, 1)
|
|
M.playsound_local(T, null, 100, 1, 0.5, S = alert_sound)
|
|
//SKYRAT EDIT ADDITON BEGIN
|
|
if(on)
|
|
priority_announce("GRAVITATIONAL SYSTEMS OPERATIONAL", "Gravity Generator", ANNOUNCER_GRAVGENON)
|
|
else
|
|
priority_announce("GRAVITATIONAL SYSTEMS FAILURE", "Gravity Generator", ANNOUNCER_GRAVGENOFF)
|
|
//SKYRAT EDIT END
|
|
|
|
/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 but you must remember that the generator
|
|
will EMIT RADIATION when charging or discharging, you can tell it is charging or discharging by the noise it makes, so please WEAR PROTECTIVE CLOTHING.</p>
|
|
<br>
|
|
<h3>It blew up!</h3>
|
|
<p>Don't panic! The gravity generator was designed to be easily repaired. If, somehow, the sturdy framework did not survive then
|
|
please proceed to panic; otherwise follow these steps.</p><ol>
|
|
<li>Secure the screws of the framework with a screwdriver.</li>
|
|
<li>Mend the damaged framework with a welding tool.</li>
|
|
<li>Add additional plasteel plating.</li>
|
|
<li>Secure the additional plating with a wrench.</li></ol>"}
|