Files
Bubberstation/code/modules/power/gravitygenerator.dm
Cyberboss 5959ac32cc Refactors atom/Initialize. Fixes ruins being initialized twice (#22778)
* Refactors atom/Initialize

Captialized for compiling correctness and to be more inline with Destroy

Will now be called from atom/New if the world initialization loop in SSobj has already run. Should always call the base.

Now comes with the `roundstart` parameter indicating whether or not it was called by SSobj or atom/New

Other fixes/tweaks:
- Renamed a proc called Initialize in abduction consoles to Setup
- Removed /obj/item/device/radio/headset/headset_sec/department: Broken and referenced literally nowhere in the code
- Removed a spawn from the Initialize of turbine_computer which made literally zero sense
- Generalized the proc which fixes RND servers with no id set

Reasoning: It's better to check roundstart per function than to have to duplicate code in New and Initialize. Think of it as a safer New for atoms. If we move enough stuff to it, initial map load performance will increase due to less New calls

* Fixed a thing

* Actually, fuck the police

* >Expecting a merge without errors

* >Not calling ..() in New

* Sanic

* Fix the headset bug

* Makes sure the map loaders dew it right

* Fixes ruins being initialized twice

* Rename roundstart -> mapload

* Revert "Rename roundstart -> mapload"

This reverts commit 667c327fd2ccfa3ce4f4db52eac03f9e8b0f6812.

* Remove unrelated change

* A more direct solution to map loads

* And now we shouldnt need this warning

* Add the new var to SSobj recovery

* Revert "Revert "Rename roundstart -> mapload""

This reverts commit dee07dbd5e4696554ac43aae5b91cce743b9b9e0.

* Line endings
2017-01-23 09:37:45 +01:00

416 lines
13 KiB
Plaintext

//
// Gravity Generator
//
var/list/gravity_generators = list() // We will keep track of this by adding new gravity generators to the list, and keying it with the z level.
var/const/POWER_IDLE = 0
var/const/POWER_UP = 1
var/const/POWER_DOWN = 2
var/const/GRAV_NEEDS_SCREWDRIVER = 0
var/const/GRAV_NEEDS_WELDING = 1
var/const/GRAV_NEEDS_PLASTEEL = 2
var/const/GRAV_NEEDS_WRENCH = 3
//
// Abstract Generator
//
/obj/machinery/gravity_generator
name = "gravitational generator"
desc = "A device which produces a gravaton field when set up."
icon = 'icons/obj/machines/gravity_generator.dmi'
anchored = 1
density = 1
use_power = 0
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/sprite_number = 0
/obj/machinery/gravity_generator/throw_at()
return FALSE
/obj/machinery/gravity_generator/ex_act(severity, target)
if(severity == 1) // Very sturdy.
set_broken()
/obj/machinery/gravity_generator/blob_act(obj/structure/blob/B)
if(prob(20))
set_broken()
/obj/machinery/gravity_generator/tesla_act(power, explosive)
..()
if(explosive)
qdel(src)//like the singulo, tesla deletes it. stops it from exploding over and over
/obj/machinery/gravity_generator/update_icon()
..()
icon_state = "[get_status()]_[sprite_number]"
//prevents shuttles attempting to rotate this since it messes up sprites
/obj/machinery/gravity_generator/shuttleRotate()
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()
stat |= BROKEN
/obj/machinery/gravity_generator/proc/set_fix()
stat &= ~BROKEN
/obj/machinery/gravity_generator/part/Destroy()
if(main_part)
qdel(main_part)
return QDEL_HINT_LETMELIVE
set_broken()
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)
return main_part.attack_hand(user)
/obj/machinery/gravity_generator/part/set_broken()
..()
if(main_part && !(main_part.stat & BROKEN))
main_part.set_broken()
//
// 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 = 0
//
// 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 = ENVIRON
sprite_number = 8
use_power = 1
interact_offline = 1
var/on = 1
var/breaker = 1
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
/obj/machinery/gravity_generator/main/Destroy() // If we somehow get deleted, remove all of our other parts.
investigate_log("was destroyed!", "gravity")
on = 0
update_list()
for(var/obj/machinery/gravity_generator/part/O in parts)
O.main_part = null
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.density = 0
part.layer = WALL_OBJ_LAYER
part.sprite_number = count
part.main_part = src
parts += part
part.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.stat & BROKEN))
M.set_broken()
middle.cut_overlays()
charge_count = 0
breaker = 0
set_power()
set_state(0)
investigate_log("has broken down.", "gravity")
/obj/machinery/gravity_generator/main/set_fix()
..()
for(var/obj/machinery/gravity_generator/M in parts)
if(M.stat & BROKEN)
M.set_fix()
broken_state = 0
update_icon()
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(istype(I, /obj/item/weapon/screwdriver))
user << "<span class='notice'>You secure the screws of the framework.</span>"
playsound(src.loc, I.usesound, 50, 1)
broken_state++
update_icon()
return
if(GRAV_NEEDS_WELDING)
if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = I
if(WT.remove_fuel(1, user))
user << "<span class='notice'>You mend the damaged framework.</span>"
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
broken_state++
update_icon()
else if(WT.isOn())
user << "<span class='warning'>You don't have enough fuel to mend the damaged framework!</span>"
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)
user << "<span class='notice'>You add the plating to the framework.</span>"
playsound(src.loc, 'sound/machines/click.ogg', 75, 1)
broken_state++
update_icon()
else
user << "<span class='warning'>You need 10 sheets of plasteel!</span>"
return
if(GRAV_NEEDS_WRENCH)
if(istype(I, /obj/item/weapon/wrench))
user << "<span class='notice'>You secure the plating to the framework.</span>"
playsound(src.loc, I.usesound, 75, 1)
set_fix()
return
return ..()
/obj/machinery/gravity_generator/main/attack_hand(mob/user)
if(!..())
return interact(user)
/obj/machinery/gravity_generator/main/interact(mob/user)
if(stat & BROKEN)
return
var/dat = "Gravity Generator Breaker: "
if(breaker)
dat += "<span class='linkOn'>ON</span> <A href='?src=\ref[src];gentoggle=1'>OFF</A>"
else
dat += "<A href='?src=\ref[src];gentoggle=1'>ON</A> <span class='linkOn'>OFF</span> "
dat += "<br>Generator Status:<br><div class='statusDisplay'>"
if(charging_state != POWER_IDLE)
dat += "<font class='bad'>WARNING</font> Radiation Detected. <br>[charging_state == POWER_UP ? "Charging..." : "Discharging..."]"
else if(on)
dat += "Powered."
else
dat += "Unpowered."
dat += "<br>Gravity Charge: [charge_count]%</div>"
var/datum/browser/popup = new(user, "gravgen", name)
popup.set_content(dat)
popup.open()
/obj/machinery/gravity_generator/main/Topic(href, href_list)
if(..())
return
if(href_list["gentoggle"])
breaker = !breaker
investigate_log("was toggled [breaker ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [usr.key].", "gravity")
set_power()
src.updateUsrDialog()
// Power and Icon States
/obj/machinery/gravity_generator/main/power_change()
..()
investigate_log("has [stat & NOPOWER ? "lost" : "regained"] power.", "gravity")
set_power()
/obj/machinery/gravity_generator/main/get_status()
if(stat & BROKEN)
return "fix[min(broken_state, 3)]"
return on || charging_state != POWER_IDLE ? "on" : "off"
/obj/machinery/gravity_generator/main/update_icon()
..()
for(var/obj/O in parts)
O.update_icon()
// Set the charging state based on power/breaker.
/obj/machinery/gravity_generator/main/proc/set_power()
var/new_state = 0
if(stat & (NOPOWER|BROKEN) || !breaker)
new_state = 0
else if(breaker)
new_state = 1
charging_state = new_state ? POWER_UP : POWER_DOWN // Startup sequence animation.
investigate_log("is now [charging_state == POWER_UP ? "charging" : "discharging"].", "gravity")
update_icon()
// 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 ? 2 : 1
// Sound the alert if gravity was just enabled or disabled.
var/alert = 0
var/area/area = get_area(src)
if(on && ticker && ticker.current_state == GAME_STATE_PLAYING) // If we turned on and the game is live.
if(gravity_in_level() == 0)
alert = 1
investigate_log("was brought online and is now producing gravity for this level.", "gravity")
message_admins("The gravity generator was brought online. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>[area.name]</a>)")
else
if(gravity_in_level() == 1)
alert = 1
investigate_log("was brought offline and there is now no gravity for this level.", "gravity")
message_admins("The gravity generator was brought offline with no backup generator. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>[area.name]</a>)")
update_icon()
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(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, 1)
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(get_turf(src), 3, 7, 20)
// 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)
for(var/mob/M in mob_list)
if(M.z != z)
continue
M.update_gravity(M.mob_has_gravity())
if(M.client)
shake_camera(M, 15, 1)
M.playsound_local(T, 'sound/effects/alert.ogg', 100, 1, 0.5)
/obj/machinery/gravity_generator/main/proc/gravity_in_level()
var/turf/T = get_turf(src)
if(!T)
return 0
if(gravity_generators["[T.z]"])
return length(gravity_generators["[T.z]"])
return 0
/obj/machinery/gravity_generator/main/proc/update_list()
var/turf/T = get_turf(src.loc)
if(T)
if(!gravity_generators["[T.z]"])
gravity_generators["[T.z]"] = list()
if(on)
gravity_generators["[T.z]"] |= src
else
gravity_generators["[T.z]"] -= src
// Misc
/obj/item/weapon/paper/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>"}