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https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-17 20:47:29 +00:00
## About The Pull Request Adds a new station trait: Radioactive Nebula! The station is located inside a radioactive nebula. Space background and lighting is different shades of green. Objects in space will also glow green. (This is kinda lying, since the glowing stuff isn't radioactive, you just get an element that slowly irradiates you, though people and certain objects that get the 'IRRADIATED' status may still double-whammy you) Do not go into space without rad-protected gear, or you will get very sick very fast. RAD-protection MODsuit modules spawn in robotics and are also immediately researched. The nebula does protect against external threats, like pirates, ninja's and nukies. They can still get to the station pretty well, but they can't stay in space for extended periods of time To make it more livable, public rad protection gear will spawn in lockers around the station. Everyone will also spawn with potassium iodide pills in their emergency box. Dynamics threat is also reduced by 30, so there's a proclivity towards more lower threat rounds when the radioactive nebula is present. Radioactive resonance virus cannot be generated though, since it kinda obliterates any and all challenge and threat  **Shielding**  In order to protect the station from radiation, nebula shielding units need to be constructed. Five spawn ready-to-built in engineering, and more can be bought pretty cheap from cargo. (Normal radstorms are disabled) The gravity generator has 20 minutes of innate shielding, where every nebula shielding unit adds another 20 minutes. 5 are needed to completely block all radiation even when the gravity gen is down, but constructing more is recommended in-case of sabotage/destructions/power outtages. Active nebula shielding will passively generate tritium. You can either vent/ignore this, or use it for something. I'm not an atmos tech but I'm sure you can do something with it _What happens when no shielding units are constructed/they all fail?_ The station will suffer a 5 minute long radiation storm, with only shuttles being excempt. The storm is nerfed strongly, and you can tank the 5 minutes, but you'll be pretty sick. After the 5 minutes are over, central command will send an emergency shielding unit which will block the radiation for 10 minutes and warn the station to set up nebula shielding. ## Why It's Good For The Game The station being inside a radioactive nebula shakes up a pretty major aspect of the game (that being the 'space' in space station 13). Hallway decals are colored green, display screens will display radiation markings, carps blend with the nebula, etc. Putting the station inside a radioactive nebula shakes up the rules of the game and what people can expect. Suddenly, you can no longer just go outside without taking meds or getting proper radiation protection, encouraging people to stay cozy and inside.  Inside, the crew gets the goal to set-up radiation shielding to defend themselves against the nebula, rewarding a creative engineering department with passive resource income and protecting the station against massive radiation storms. I think it's nice to give engineering something to set up. Even if they don't care, they can just plop it down somewhere in a closed room and be done with it. The radiation storm is pretty aggressive, but very survivable if you use your potassium iodide pills, the extra radiation suits or whatever chemistry has whipped up. Most importantly, it gives the entire station a common enemy: the nebula. Everyone is encouraged to prepare against the mechanics. Chemistry can make meds, viro can make protective virusses, robotics gets encouraged to make radprotected MODsuits, engineering gets to set-up radiation shielding, assistants can look at space or whatever assistants do. <details> <summary>Cool images</summary>     </details> ## Changelog 🆑 add: Adds a new rare radioactive nebula station trait! Get ready and PREPARE, before it gets in... tweak: Nearstation space area lighting may look slightly different /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com>
510 lines
16 KiB
Plaintext
510 lines
16 KiB
Plaintext
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//
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// Gravity Generator
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//
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/// 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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GLOBAL_LIST_EMPTY(gravity_generators)
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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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/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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return TRUE
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return FALSE
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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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atom_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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/**
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* Generator part
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*
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* Parts of the gravity generator used to have a proper sprite.
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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
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/obj/machinery/gravity_generator/part/Destroy()
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atom_break()
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if(main_part)
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UnregisterSignal(main_part, COMSIG_ATOM_UPDATED_ICON)
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main_part = null
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return ..()
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/obj/machinery/gravity_generator/part/attackby(obj/item/weapon, mob/user, params)
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if(!main_part)
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return
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return main_part.attackby(weapon, user)
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/obj/machinery/gravity_generator/part/get_status()
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if(!main_part)
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return
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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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if(!main_part)
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return
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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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return
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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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* Main gravity generator
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*
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* The actual gravity generator, that actually holds the UI, contains the grav gen parts, ect.
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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 = BASE_MACHINE_ACTIVE_CONSUMPTION * 3
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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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/// List of all gravity generator parts
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var/list/generator_parts = list()
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/// The gravity generator part in the very center, the fifth one, where we place the overlays.
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var/obj/machinery/gravity_generator/part/center_part
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/// Whether the gravity generator is currently active.
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var/on = TRUE
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/// If the main breaker is on/off, to enable/disable gravity.
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var/breaker = TRUE
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/// If the generatir os idle, charging, or down.
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var/charging_state = POWER_IDLE
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/// How much charge the gravity generator has, goes down when breaker is shut, and shuts down at 0.
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var/charge_count = 100
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/// The gravity overlay currently used.
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var/current_overlay = null
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/// When broken, what stage it is at (GRAV_NEEDS_SCREWDRIVER:0) (GRAV_NEEDS_WELDING:1) (GRAV_NEEDS_PLASTEEL:2) (GRAV_NEEDS_WRENCH:3)
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var/broken_state = GRAV_NEEDS_SCREWDRIVER
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/// Gravity value when on, honestly I don't know why it does it like this, but it does.
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var/setting = 1
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/// The gravity field created by the generator.
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var/datum/proximity_monitor/advanced/gravity/gravity_field
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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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///Amount of shielding we offer against a radioactive nebula
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var/radioactive_nebula_shielding = 4
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///Station generator that spawns with gravity turned off.
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/obj/machinery/gravity_generator/main/off
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on = FALSE
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breaker = FALSE
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charge_count = 0
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/obj/machinery/gravity_generator/main/Initialize(mapload)
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. = ..()
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soundloop = new(src, start_immediately = FALSE)
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setup_parts()
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if(on)
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enable()
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center_part.add_overlay("activated")
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add_to_nebula_shielding(src, /datum/station_trait/nebula/hostile/radiation, PROC_REF(get_radioactive_nebula_shielding))
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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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disable()
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QDEL_NULL(soundloop)
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QDEL_NULL(center_part)
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QDEL_LIST(generator_parts)
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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 = CORNER_BLOCK_OFFSET(our_turf, 3, 3, -1, 0)
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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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center_part = part
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if(count <= 3) // Their sprite is the top part of the generator
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part.set_density(FALSE)
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part.layer = WALL_OBJ_LAYER
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SET_PLANE(part, GAME_PLANE_UPPER, our_turf)
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part.sprite_number = count
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part.main_part = src
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generator_parts += part
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part.update_appearance()
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part.RegisterSignal(src, COMSIG_ATOM_UPDATED_ICON, TYPE_PROC_REF(/obj/machinery/gravity_generator/part, on_update_icon))
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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/internal_parts as anything in generator_parts)
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if(!(internal_parts.machine_stat & BROKEN))
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internal_parts.set_broken()
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center_part.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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disable()
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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/internal_parts as anything in generator_parts)
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if(internal_parts.machine_stat & BROKEN)
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internal_parts.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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/obj/machinery/gravity_generator/main/examine(mob/user)
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. = ..()
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if(!(machine_stat & BROKEN))
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return
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switch(broken_state)
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if(GRAV_NEEDS_SCREWDRIVER)
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. += span_notice("The entire frame is barely holding together, the <b>screws</b> need to be refastened.")
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if(GRAV_NEEDS_WELDING)
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. += span_notice("There's lots of broken seals on the framework, it could use some <b>welding</b>.")
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if(GRAV_NEEDS_PLASTEEL)
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. += span_notice("Some of this damaged plating needs full replacement. <b>10 plasteel</> should be enough.")
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if(GRAV_NEEDS_WRENCH)
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. += span_notice("The new plating just needs to be <b>bolted</b> into place now.")
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// Fixing the gravity generator.
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/obj/machinery/gravity_generator/main/attackby(obj/item/weapon, mob/user, params)
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if(machine_stat & BROKEN)
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switch(broken_state)
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if(GRAV_NEEDS_SCREWDRIVER)
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if(weapon.tool_behaviour == TOOL_SCREWDRIVER)
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to_chat(user, span_notice("You secure the screws of the framework."))
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weapon.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(weapon.tool_behaviour == TOOL_WELDER)
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if(weapon.use_tool(src, user, 0, volume=50))
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to_chat(user, span_notice("You mend the damaged framework."))
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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(weapon, /obj/item/stack/sheet/plasteel))
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var/obj/item/stack/sheet/plasteel/PS = weapon
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if(PS.get_amount() >= 10)
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PS.use(10)
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to_chat(user, span_notice("You add the plating to the framework."))
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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_warning("You need 10 sheets of plasteel!"))
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return
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if(GRAV_NEEDS_WRENCH)
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if(weapon.tool_behaviour == TOOL_WRENCH)
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to_chat(user, span_notice("You secure the plating to the framework."))
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weapon.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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if(SSticker.current_state == GAME_STATE_PLAYING)
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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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if(SSticker.current_state == GAME_STATE_PLAYING)
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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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/obj/machinery/gravity_generator/main/proc/enable()
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charging_state = POWER_IDLE
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on = TRUE
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update_use_power(ACTIVE_POWER_USE)
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soundloop.start()
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var/old_gravity = gravity_in_level()
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complete_state_update()
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gravity_field = new(src, 2, TRUE, 6)
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if (!old_gravity)
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if(SSticker.current_state == GAME_STATE_PLAYING)
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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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shake_everyone()
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/obj/machinery/gravity_generator/main/proc/disable()
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charging_state = POWER_IDLE
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on = FALSE
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update_use_power(IDLE_POWER_USE)
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soundloop.stop()
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QDEL_NULL(gravity_field)
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var/old_gravity = gravity_in_level()
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complete_state_update()
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if (old_gravity)
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if(SSticker.current_state == GAME_STATE_PLAYING)
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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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shake_everyone()
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/obj/machinery/gravity_generator/main/proc/complete_state_update()
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update_appearance()
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update_list()
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// Charge/Discharge and turn on/off gravity when you reach 0/100 percent.
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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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return
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if(charging_state == POWER_UP && charge_count >= 100)
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enable()
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else if(charging_state == POWER_DOWN && charge_count <= 0)
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disable()
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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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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(center_part)
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center_part.cut_overlays()
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if(overlay_state)
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center_part.add_overlay(overlay_state)
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current_overlay = overlay_state
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/// Shake everyone on the z level to let them know that gravity was enagaged/disengaged.
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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')
|
|
for(var/mob/mobs as anything in GLOB.mob_list)
|
|
var/turf/mob_turf = get_turf(mobs)
|
|
if(!istype(mob_turf))
|
|
continue
|
|
if(!is_valid_z_level(T, mob_turf))
|
|
continue
|
|
if(isliving(mobs))
|
|
var/mob/living/grav_update = mobs
|
|
grav_update.refresh_gravity()
|
|
if(mobs.client)
|
|
shake_camera(mobs, 15, 1)
|
|
mobs.playsound_local(T, null, 100, 1, 0.5, sound_to_use = 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)
|
|
if(!T)
|
|
return
|
|
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
|
|
SSmapping.calculate_z_level_gravity(z)
|
|
|
|
/obj/machinery/gravity_generator/main/proc/blackout()
|
|
charge_count = 0
|
|
breaker = FALSE
|
|
set_power()
|
|
disable()
|
|
investigate_log("was turned off by blackout event or a gravity anomaly detonation.", INVESTIGATE_GRAVITY)
|
|
|
|
/obj/machinery/gravity_generator/main/beforeShuttleMove(turf/newT, rotation, move_mode, obj/docking_port/mobile/moving_dock)
|
|
. = ..()
|
|
disable()
|
|
|
|
/obj/machinery/gravity_generator/main/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir, rotation)
|
|
. = ..()
|
|
if(charge_count != 0 && charging_state != POWER_UP)
|
|
enable()
|
|
|
|
/obj/machinery/gravity_generator/main/on_changed_z_level(turf/old_turf, turf/new_turf, same_z_layer, notify_contents)
|
|
. = ..()
|
|
if(same_z_layer)
|
|
return
|
|
for(var/obj/machinery/gravity_generator/part as anything in generator_parts)
|
|
SET_PLANE(part, PLANE_TO_TRUE(part.plane), new_turf)
|
|
|
|
/// Returns the radioactive shielding (if there's a radioactive nebula). Called from a callback set in add_to_nebula_shielding()
|
|
/obj/machinery/gravity_generator/main/proc/get_radioactive_nebula_shielding()
|
|
return on ? radioactive_nebula_shielding : 0
|
|
|
|
//prevents shuttles attempting to rotate this since it messes up sprites
|
|
/obj/machinery/gravity_generator/main/shuttleRotate(rotation, params)
|
|
params = NONE
|
|
return ..()
|
|
|
|
// Misc
|
|
|
|
/// Gravity generator instruction guide
|
|
/obj/item/paper/guides/jobs/engi/gravity_gen
|
|
name = "paper- 'Generate your own gravity!'"
|
|
default_raw_text = {"<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>"}
|
|
|
|
#undef POWER_IDLE
|
|
#undef POWER_UP
|
|
#undef POWER_DOWN
|
|
|
|
#undef GRAV_NEEDS_PLASTEEL
|
|
#undef GRAV_NEEDS_SCREWDRIVER
|
|
#undef GRAV_NEEDS_WELDING
|
|
#undef GRAV_NEEDS_WRENCH
|