mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-10 00:43:14 +00:00
## About The Pull Request FOV as it is currently implemented is incompatible* with wallening. I'm doin wallening, so we gotta redo things here. The issue is the masking of mobs. Wallening relies on sidemap (layering based off physical position), which only works on things on the same plane (because planes are basically sheets we render down onto) So rather then masking mobs, let's reuse the masking idea from old fov, and use it to cut out a bit of the game render plane, and blur/over-saturate the bit that's masked out. My hope is this makes things visible in light, but not as much in darkness, alongside making more vivid shit more easily seen (just like real life) Here's some videos, what follows after is the commits I care about (since I had to rip a bunch of planes to nothing, so the files changed tab might be a bit of a mess) Oh also I had to remove the darkness pref since the darkness is doing a lot of the heavy lifting now. I'm sorry. Edit: NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a better future. https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609 https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8 ## Commits I Care About [Implements something like fov, but without the planes as layers hell](a604c7b1c8) Rather then masking out mobs standing behind us, we use a combo color matrix and blur filter to make the stuff covered by fov harder to see. We achive this by splitting the game plane into two, masking both by fov (one normally and one inversely), and then applying effects to one of the two. I want to make the fov fullscreens more gradient, but as an effect this is a good start [Removes WALL_PLANE_UPPER by adding a WALL_PLANE overlay to material walls (init cost comes here)](2548933739) @Mothblocks see this. comment in commit explains further but uh, we need to draw material walls to the light mask plane so things actually can be seen on them, but we can't do that and also have them be big, so they get an overlay. Sorry, slight init time bump, about 0.5 seconds. I can kill it with wallening. [Moves SEETHROUGH_PLANE above ABOVE_GAME_PLANE](beec4c00e0) I don't think it actually wants to draw here @Time-Green I think this was you so pinging for opinion [Resprites FOV masks to be clean (and more consistent)](f02ad13696) [f02ad13](f02ad13696) This is 100% donglesplonge's work, he's spent a week or so going back and forth with me sharpening these to a mirror shine, real chill ## Why It's Good For The Game Walls are closing in ## Changelog 🆑 LemonInTheDark, Donglesplonge image: Redoes fov "mask" sprites. They're clean, have a very pleasant dithering effect, and look real fuckin good! del: Changed FOV, it no longer hides mobs, instead it blurs the hidden area, and makes it a bit darker/oversaturated /🆑 ###### * It's technically possible if we start using render targets to create 2 sets of sources but that's insane and we aren't doing it
509 lines
16 KiB
Plaintext
509 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)
|
|
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, 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()
|
|
. = ..()
|
|
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
|