Files
Bubberstation/code/modules/power/gravitygenerator.dm
John Willard 1880003270 Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request

Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.

This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.

No more type checks, removes a silly var on the mob level and another on
the client.

Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.

Other changes:

- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.

## Why It's Good For The Game

This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.

## Changelog

🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
2024-08-19 10:43:45 +00:00

510 lines
16 KiB
Plaintext

//
// Gravity Generator
//
/// We will keep track of this by adding new gravity generators to the list, and keying it with the z level.
GLOBAL_LIST_EMPTY(gravity_generators)
#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
/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()
return TRUE
return FALSE
/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)
/**
* Generator part
*
* Parts of the gravity generator used to have a proper sprite.
*/
/obj/machinery/gravity_generator/part
var/obj/machinery/gravity_generator/main/main_part
/obj/machinery/gravity_generator/part/Destroy()
atom_break()
if(main_part)
main_part.generator_parts -= src
UnregisterSignal(main_part, COMSIG_ATOM_UPDATED_ICON)
main_part = null
return ..()
/obj/machinery/gravity_generator/part/attackby(obj/item/weapon, mob/user, params)
if(!main_part)
return
return main_part.attackby(weapon, user)
/obj/machinery/gravity_generator/part/get_status()
if(!main_part)
return
return main_part.get_status()
/obj/machinery/gravity_generator/part/attack_hand(mob/user, list/modifiers)
if(!main_part)
return
return main_part.attack_hand(user, modifiers)
/obj/machinery/gravity_generator/part/set_broken()
..()
if(!main_part || (main_part.machine_stat & BROKEN))
return
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)
/**
* Main gravity generator
*
* The actual gravity generator, that actually holds the UI, contains the grav gen parts, ect.
*/
/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
/// List of all gravity generator parts
var/list/generator_parts = list()
/// The gravity generator part in the very center, the fifth one, where we place the overlays.
var/obj/machinery/gravity_generator/part/center_part
/// Whether the gravity generator is currently active.
var/on = TRUE
/// If the main breaker is on/off, to enable/disable gravity.
var/breaker = TRUE
/// If the generatir os idle, charging, or down.
var/charging_state = POWER_IDLE
/// How much charge the gravity generator has, goes down when breaker is shut, and shuts down at 0.
var/charge_count = 100
/// The gravity overlay currently used.
var/current_overlay = null
/// When broken, what stage it is at (GRAV_NEEDS_SCREWDRIVER:0) (GRAV_NEEDS_WELDING:1) (GRAV_NEEDS_PLASTEEL:2) (GRAV_NEEDS_WRENCH:3)
var/broken_state = GRAV_NEEDS_SCREWDRIVER
/// Gravity value when on, honestly I don't know why it does it like this, but it does.
var/setting = 1
/// The gravity field created by the generator.
var/datum/proximity_monitor/advanced/gravity/gravity_field
/// Audio for when the gravgen is on
var/datum/looping_sound/gravgen/soundloop
///Amount of shielding we offer against a radioactive nebula
var/radioactive_nebula_shielding = 4
///Station generator that spawns with gravity turned off.
/obj/machinery/gravity_generator/main/off
on = FALSE
breaker = FALSE
charge_count = 0
/obj/machinery/gravity_generator/main/Initialize(mapload)
. = ..()
soundloop = new(src, start_immediately = FALSE)
setup_parts()
if(on)
enable()
center_part.add_overlay("activated")
add_to_nebula_shielding(src, /datum/station_trait/nebula/hostile/radiation, PROC_REF(get_radioactive_nebula_shielding))
/obj/machinery/gravity_generator/main/Destroy() // If we somehow get deleted, remove all of our other parts.
investigate_log("was destroyed!", INVESTIGATE_GRAVITY)
disable()
QDEL_NULL(soundloop)
QDEL_NULL(center_part)
QDEL_LIST(generator_parts)
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 = CORNER_BLOCK_OFFSET(our_turf, 3, 3, -1, 0)
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
center_part = 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
generator_parts += part
part.update_appearance()
part.RegisterSignal(src, COMSIG_ATOM_UPDATED_ICON, TYPE_PROC_REF(/obj/machinery/gravity_generator/part, on_update_icon))
/obj/machinery/gravity_generator/main/set_broken()
. = ..()
for(var/obj/machinery/gravity_generator/internal_parts as anything in generator_parts)
if(!(internal_parts.machine_stat & BROKEN))
internal_parts.set_broken()
center_part.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/internal_parts as anything in generator_parts)
if(internal_parts.machine_stat & BROKEN)
internal_parts.set_fix()
broken_state = FALSE
update_appearance()
set_power()
// Interaction
/obj/machinery/gravity_generator/main/examine(mob/user)
. = ..()
if(!(machine_stat & BROKEN))
return
switch(broken_state)
if(GRAV_NEEDS_SCREWDRIVER)
. += span_notice("The entire frame is barely holding together, the <b>screws</b> need to be refastened.")
if(GRAV_NEEDS_WELDING)
. += span_notice("There's lots of broken seals on the framework, it could use some <b>welding</b>.")
if(GRAV_NEEDS_PLASTEEL)
. += span_notice("Some of this damaged plating needs full replacement. <b>10 plasteel</> should be enough.")
if(GRAV_NEEDS_WRENCH)
. += span_notice("The new plating just needs to be <b>bolted</b> into place now.")
// Fixing the gravity generator.
/obj/machinery/gravity_generator/main/attackby(obj/item/weapon, mob/user, params)
if(machine_stat & BROKEN)
switch(broken_state)
if(GRAV_NEEDS_SCREWDRIVER)
if(weapon.tool_behaviour == TOOL_SCREWDRIVER)
to_chat(user, span_notice("You secure the screws of the framework."))
weapon.play_tool_sound(src)
broken_state++
update_appearance()
return
if(GRAV_NEEDS_WELDING)
if(weapon.tool_behaviour == TOOL_WELDER)
if(weapon.use_tool(src, user, 0, volume=50))
to_chat(user, span_notice("You mend the damaged framework."))
broken_state++
update_appearance()
return
if(GRAV_NEEDS_PLASTEEL)
if(istype(weapon, /obj/item/stack/sheet/plasteel))
var/obj/item/stack/sheet/plasteel/PS = weapon
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(weapon.tool_behaviour == TOOL_WRENCH)
to_chat(user, span_notice("You secure the plating to the framework."))
weapon.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, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
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()
. = ..()
if(SSticker.current_state == GAME_STATE_PLAYING)
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.
if(SSticker.current_state == GAME_STATE_PLAYING)
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)
soundloop.start()
var/old_gravity = gravity_in_level()
complete_state_update()
gravity_field = new(src, 2, TRUE, 6)
if (!old_gravity)
if(SSticker.current_state == GAME_STATE_PLAYING)
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()
/obj/machinery/gravity_generator/main/proc/disable()
charging_state = POWER_IDLE
on = FALSE
update_use_power(IDLE_POWER_USE)
soundloop.stop()
QDEL_NULL(gravity_field)
var/old_gravity = gravity_in_level()
complete_state_update()
if (old_gravity)
if(SSticker.current_state == GAME_STATE_PLAYING)
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()
/obj/machinery/gravity_generator/main/proc/complete_state_update()
update_appearance()
update_list()
// 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)
return
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(center_part)
center_part.cut_overlays()
if(overlay_state)
center_part.add_overlay(overlay_state)
current_overlay = overlay_state
/// Shake everyone on the z level to let them know that gravity was enagaged/disengaged.
/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/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