Files
Bubberstation/code/modules/power/gravitygenerator.dm
SkyratBot cab78dcf78 [MIRROR] Changes how weather sends sound to players, reduces sound loop overtime (#6627)
* 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>
2021-07-01 02:18:04 +01:00

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>"}