Add Gravity Generator, place on tether, update events

This commit is contained in:
Aronai Sieyes
2020-04-19 23:37:10 -04:00
parent a51657162e
commit 1d22a745e4
9 changed files with 2064 additions and 279 deletions

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/**********
* Gravity *
**********/
/datum/admin_secret_item/random_event/gravity
name = "Toggle Station Artificial Gravity"
/datum/admin_secret_item/random_event/gravity/can_execute(var/mob/user)
if(!(ticker && ticker.mode))
return 0
return ..()
/datum/admin_secret_item/random_event/gravity/execute(var/mob/user)
. = ..()
if(!.)
return
gravity_is_on = !gravity_is_on
for(var/obj/machinery/gravity_generator/main/GG in machines)
if(GG.z in using_map.station_levels)
GG.breaker = gravity_is_on
GG.set_power()
GG.charge_count = gravity_is_on ? 90 : 10
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","Grav")
if(gravity_is_on)
log_admin("[key_name(user)] toggled gravity on.", 1)
message_admins("<span class='notice'>[key_name_admin(user)] toggled gravity on.</span>", 1)
command_announcement.Announce("Gravity generators are again functioning within normal parameters. Sorry for any inconvenience.")
else
log_admin("[key_name(user)] toggled gravity off.", 1)
message_admins("<span class='notice'>[key_name_admin(usr)] toggled gravity off.</span>", 1)
command_announcement.Announce("Feedback surge detected in mass-distributions systems. Artificial gravity has been disabled. Please wait for the system to reinitialize, or contact your engineering department.", "Gravity Failure")

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/datum/event/gravity
announceWhen = 5
var/list/zLevels
var/list/generators = list()
/datum/event/gravity/setup()
endWhen = rand(5 MINUTES, 20 MINUTES)
// Setup which levels we will disrupt gravit on.
zLevels = using_map.station_levels.Copy()
for(var/datum/planet/P in SSplanets.planets)
zLevels -= P.expected_z_levels
/datum/event/gravity/announce()
command_announcement.Announce("Feedback surge detected in mass-distributions systems. Artificial gravity has been disabled. Please wait for the system to reinitialize, or contact your engineering department.", "Gravity Failure")
/datum/event/gravity/start()
gravity_is_on = 0
for(var/obj/machinery/gravity_generator/main/GG in machines)
if((GG.z in zLevels) && GG.on)
generators += GG
GG.breaker = FALSE
GG.set_power()
GG.charge_count = 10
/datum/event/gravity/end()
gravity_is_on = 1
var/did_anything = FALSE
for(var/obj/machinery/gravity_generator/main/GG in generators)
if(!GG.on)
GG.breaker = TRUE
GG.set_power()
GG.charge_count = 90
did_anything = TRUE
if(did_anything)
command_announcement.Announce("Gravity generators are again functioning within normal parameters. Sorry for any inconvenience.", "Gravity Restored")

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/datum/event2/meta/gravity
name = "gravity failure"
departments = list(DEPARTMENT_EVERYONE)
chaos = 20
chaotic_threshold = EVENT_CHAOS_THRESHOLD_LOW_IMPACT
reusable = TRUE
event_type = /datum/event2/event/gravity
/datum/event2/meta/gravity/get_weight()
return (20 + (metric.count_people_in_department(DEPARTMENT_EVERYONE) * 20)) / (times_ran + 1)
/datum/event2/event/gravity
length_lower_bound = 5 MINUTES
length_upper_bound = 20 MINUTES
var/list/generators = list()
/datum/event2/event/gravity/announce()
command_announcement.Announce("Feedback surge detected in mass-distributions systems. Artificial gravity has been disabled. Please wait for the system to reinitialize, or contact your engineering department.", "Gravity Failure")
/datum/event2/event/gravity/start()
gravity_is_on = 0
for(var/obj/machinery/gravity_generator/main/GG in machines)
if((GG.z in get_location_z_levels()) && GG.on)
generators += GG
GG.breaker = FALSE
GG.set_power()
GG.charge_count = 10
/datum/event2/event/gravity/end()
gravity_is_on = 1
var/did_anything = FALSE
for(var/obj/machinery/gravity_generator/main/GG in generators)
if(!GG.on)
GG.breaker = TRUE
GG.set_power()
GG.charge_count = 90
did_anything = TRUE
if(did_anything)
command_announcement.Announce("Gravity generators are again functioning within normal parameters. Sorry for any inconvenience.", "Gravity Restored")

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GLOBAL_LIST_EMPTY(gravity_generators)
//
// Gravity Generator
//
#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'
anchored = TRUE
density = TRUE
use_power = USE_POWER_OFF
var/sprite_number = 0
pixel_y = 16
/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, tesla_flags)
..()
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]"
/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)
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")
use_power = USE_POWER_ACTIVE
//
// Generator an admin can spawn
//
/obj/machinery/gravity_generator/main/station/admin
use_power = USE_POWER_OFF
//
// 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 = USE_POWER_IDLE
var/on = TRUE
var/breaker = TRUE
var/list/parts = list()
var/obj/middle = null
var/charging_state = POWER_IDLE
var/charge_count = 100
var/current_overlay = null
var/broken_state = 0
var/setting = 1 //Gravity value when on
var/list/levels = list()
var/list/areas = list()
/obj/machinery/gravity_generator/main/Initialize()
. = ..()
update_list()
update_areas()
/obj/machinery/gravity_generator/main/set_fix()
. = ..()
update_list()
update_areas()
/obj/machinery/gravity_generator/main/Destroy() // If we somehow get deleted, remove all of our other parts.
investigate_log("was destroyed!", "gravity")
on = FALSE
update_list()
if(!gravity_in_level())
update_gravity(FALSE)
for(var/obj/machinery/gravity_generator/part/O in parts)
O.main_part = null
if(!QDESTROYING(O))
qdel(O)
return ..()
/obj/machinery/gravity_generator/main/proc/setup_parts()
var/turf/our_turf = get_turf(src)
// 9x9 block obtained from the bottom middle of the block
var/list/spawn_turfs = block(locate(our_turf.x - 1, our_turf.y + 2, our_turf.z), locate(our_turf.x + 1, our_turf.y, our_turf.z))
var/count = 10
for(var/turf/T in spawn_turfs)
count--
if(T == our_turf) // Skip our turf.
continue
var/obj/machinery/gravity_generator/part/part = new(T)
if(count == 5) // Middle
middle = part
if(count <= 3) // Their sprite is the top part of the generator
part.density = FALSE
part.plane = MOB_PLANE
part.layer = ABOVE_MOB_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 = FALSE
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 = FALSE
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(I.is_screwdriver())
to_chat(user, "<span class='notice'>You secure the screws of the framework.</span>")
playsound(src, I.usesound, 75, 1)
broken_state++
update_icon()
return
if(GRAV_NEEDS_WELDING)
if(I.is_welder())
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
to_chat(user, "<span class='notice'>You mend the damaged framework.</span>")
broken_state++
update_icon()
return
if(GRAV_NEEDS_PLASTEEL)
if(istype(I, /obj/item/stack/material/plasteel))
var/obj/item/stack/material/plasteel/PS = I
if(PS.get_amount() >= 10)
PS.use(10)
to_chat(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
to_chat(user, "<span class='warning'>You need 10 sheets of plasteel!</span>")
return
if(GRAV_NEEDS_WRENCH)
if(I.is_wrench())
to_chat(user, "<span class='notice'>You secure the plating to the framework.</span>")
playsound(src, I.usesound, 75, 1)
set_fix()
return
return ..()
/obj/machinery/gravity_generator/main/attack_hand(mob/user)
if((. = ..()))
return
if(CanUseTopic(user, global.default_state) > STATUS_CLOSE)
ui_interact(user)
return TRUE
/obj/machinery/gravity_generator/main/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
var/data[0]
data["breaker"] = breaker
data["charge_count"] = charge_count
data["charging_state"] = charging_state
data["on"] = on
data["operational"] = (stat & BROKEN) ? FALSE : TRUE
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "gravity_generator.tmpl", src.name, 500, 400)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
/obj/machinery/gravity_generator/main/Topic(href, href_list, datum/topic_state/state = default_state)
if((. = ..()))
return
if(href_list["gentoggle"])
breaker = !breaker
investigate_log("was toggled [breaker ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [key_name(usr)].", "gravity")
set_power()
return TOPIC_REFRESH
// 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"
// Set the charging state based on power/breaker.
/obj/machinery/gravity_generator/main/proc/set_power()
var/new_state = FALSE
if(stat & (NOPOWER|BROKEN) || !breaker)
new_state = FALSE
else if(breaker)
new_state = TRUE
charging_state = new_state ? POWER_UP : POWER_DOWN // Startup sequence animation.
investigate_log("is now [charging_state == POWER_UP ? "charging" : "discharging"].", "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 ? USE_POWER_ACTIVE : USE_POWER_IDLE
// Sound the alert if gravity was just enabled or disabled.
var/alert = FALSE
if(SSticker.IsRoundInProgress())
if(on) // If we turned on and the game is live.
if(gravity_in_level() == FALSE)
alert = TRUE
investigate_log("was brought online and is now producing gravity for this level.", "gravity")
message_admins("The gravity generator was brought online [ADMIN_JMP(src)]")
else
if(gravity_in_level() == TRUE)
alert = TRUE
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. [ADMIN_JMP(src)]")
update_list()
update_gravity(on)
update_icon()
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()
SSradiation.radiate(src, 200)
/obj/machinery/gravity_generator/main/proc/update_gravity(var/on)
for(var/area/A in src.areas)
A.gravitychange(on)
// Shake everyone on the z level to let them know that gravity was enagaged/disenagaged.
/obj/machinery/gravity_generator/main/proc/shake_everyone()
var/sound/alert_sound = sound('sound/effects/alert.ogg')
for(var/i in player_list)
var/mob/M = i
if(!(M.z in levels))
continue
M.update_gravity(M.mob_has_gravity())
if(M.client)
shake_camera(M, 15, 1)
M.playsound_local(src, null, 100, 1, 0.5, S = alert_sound)
/obj/machinery/gravity_generator/main/proc/gravity_in_level()
var/my_z = get_z(src)
if(!my_z)
return FALSE
if(GLOB.gravity_generators["[my_z]"])
return length(GLOB.gravity_generators["[my_z]"])
return FALSE
/obj/machinery/gravity_generator/main/proc/update_list()
levels.Cut()
var/my_z = get_z(src)
//Actually doing it special this time instead of letting using_map decide
if(using_map.use_overmap)
var/obj/effect/overmap/visitable/S = get_overmap_sector(my_z)
if(S)
levels = S.get_space_zlevels() //Just the spacey ones
else
levels = GetConnectedZlevels(my_z)
else
levels = GetConnectedZlevels(my_z)
for(var/z in levels)
if(!GLOB.gravity_generators["[z]"])
GLOB.gravity_generators["[z]"] = list()
if(on)
GLOB.gravity_generators["[z]"] |= src
else
GLOB.gravity_generators["[z]"] -= src
/obj/machinery/gravity_generator/main/proc/update_areas()
areas.Cut()
for(var/area/A)
if(A.z in levels)
areas += A
// Misc
/*
/obj/item/paper/guides/jobs/engi/gravity_gen
name = "paper- 'Generate your own gravity!'"
info = {"<h1>Gravity Generator Instructions For Dummies</h1>
<p>Surprisingly, gravity isn't that hard to make! All you have to do is inject deadly radioactive minerals into a ball of
energy and you have yourself gravity! You can turn the machine on or off when required but you must remember that the generator
will EMIT RADIATION when charging or discharging, you can tell it is charging or discharging by the noise it makes, so please WEAR PROTECTIVE CLOTHING.</p>
<br>
<h3>It blew up!</h3>
<p>Don't panic! The gravity generator was designed to be easily repaired. If, somehow, the sturdy framework did not survive then
please proceed to panic; otherwise follow these steps.</p><ol>
<li>Secure the screws of the framework with a screwdriver.</li>
<li>Mend the damaged framework with a welding tool.</li>
<li>Add additional plasteel plating.</li>
<li>Secure the additional plating with a wrench.</li></ol>"}
*/
#undef POWER_IDLE
#undef POWER_UP
#undef POWER_DOWN
#undef GRAV_NEEDS_SCREWDRIVER
#undef GRAV_NEEDS_WELDING
#undef GRAV_NEEDS_PLASTEEL
#undef GRAV_NEEDS_WRENCH

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@@ -95,6 +95,12 @@
name = "\improper Engineering Electrical Shaft"
icon_state = "substation"
/area/engineering/gravity_lobby
name = "\improper Engineering GravGen Lobby"
/area/engineering/gravity_gen
name = "\improper Engineering GravGen"
/area/vacant/vacant_office
name = "\improper Vacant Office"
icon_state = "vacant_site"

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<div class="item" style="padding-top: 10px">
<div class="item">
<div class="itemLabel" style="width: 150px">
Breaker Setting:
</div>
<div class="statusValue">
{{if data.breaker}}
Generator Enabled
{{else}}
Generator Disabled
{{/if}}
</div>
</div>
<div class="item">
<div class="itemLabel" style="width: 150px">
Charge Mode:
</div>
<div class="statusValue">
{{if (data.breaker && data.charge_count < 100)}}
Generator CHARGING
{{else (data.breaker && data.charge_count >= 100)}}
Generator Running
{{else (!data.breaker && data.charge_count > 0)}}
Generator DISCHARGING
{{else}}
Generator Offline
{{/if}}
</div>
</div>
<div class="item">
<div class="itemLabel" style="width: 150px">
Charge Status:
</div>
<div class="statusValue">
{{:data.charge_count}}%
</div>
</div>
</div>
<div class="item" style="padding-top: 10px">
<div class="item">
<div class="itemContent" style="width: 100%">
{{:helper.link('Toggle Breaker', 'alert', {'gentoggle' : 1}, null)}}
</div>
</div>
</div>

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@@ -1544,7 +1544,7 @@
#include "code\modules\admin\secrets\fun_secrets\triple_ai_mode.dm"
#include "code\modules\admin\secrets\fun_secrets\turn_humans_into_corgies.dm"
#include "code\modules\admin\secrets\fun_secrets\turn_humans_into_monkeys.dm"
#include "code\modules\admin\secrets\random_events\gravity.dm"
#include "code\modules\admin\secrets\random_events\gravity_vr.dm"
#include "code\modules\admin\secrets\random_events\trigger_cordical_borer_infestation.dm"
#include "code\modules\admin\secrets\random_events\trigger_xenomorph_infestation.dm"
#include "code\modules\admin\verbs\adminhelp.dm"
@@ -1954,7 +1954,7 @@
#include "code\modules\events\event_container_vr.dm"
#include "code\modules\events\event_dynamic.dm"
#include "code\modules\events\event_manager.dm"
#include "code\modules\events\gravity.dm"
#include "code\modules\events\gravity_vr.dm"
#include "code\modules\events\grid_check.dm"
#include "code\modules\events\grubinfestation_vr.dm"
#include "code\modules\events\ian_storm_vr.dm"
@@ -2073,7 +2073,7 @@
#include "code\modules\gamemaster\event2\events\engineering\window_break.dm"
#include "code\modules\gamemaster\event2\events\everyone\comms_blackout.dm"
#include "code\modules\gamemaster\event2\events\everyone\electrical_fault.dm"
#include "code\modules\gamemaster\event2\events\everyone\gravity.dm"
#include "code\modules\gamemaster\event2\events\everyone\gravity_vr.dm"
#include "code\modules\gamemaster\event2\events\everyone\infestation.dm"
#include "code\modules\gamemaster\event2\events\everyone\pda_spam.dm"
#include "code\modules\gamemaster\event2\events\everyone\radiation_storm.dm"
@@ -2966,7 +2966,7 @@
#include "code\modules\power\fractal_reactor.dm"
#include "code\modules\power\generator.dm"
#include "code\modules\power\generator_type2.dm"
#include "code\modules\power\gravitygenerator.dm"
#include "code\modules\power\gravitygenerator_vr.dm"
#include "code\modules\power\grid_checker.dm"
#include "code\modules\power\lighting.dm"
#include "code\modules\power\lighting_vr.dm"