Files
CHOMPStation2/code/modules/power/gravitygenerator_vr.dm
2020-06-06 15:56:47 -04:00

462 lines
13 KiB
Plaintext

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/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
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
use_power = USE_POWER_ACTIVE
current_overlay = "activated"
/obj/machinery/gravity_generator/main/station/Initialize()
. = ..()
setup_parts()
middle.add_overlay("activated")
//
// 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/list/levels = list()
var/list/areas = list()
/obj/machinery/gravity_generator/main/Initialize()
..()
return INITIALIZE_HINT_LATELOAD
/obj/machinery/gravity_generator/main/LateInitialize() //Needs to happen after overmap sectors are initialized so we can figure out where we are
update_list()
update_areas()
return ..()
/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, '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 FSM
switch(charging_state)
if(POWER_UP)
if(!new_state) // Can start spin down during spin up
charging_state = POWER_DOWN
if(POWER_DOWN)
if(new_state) // Can start spin up during spin down
charging_state = POWER_UP
if(POWER_IDLE)
if(!new_state && use_power == USE_POWER_ACTIVE) // Can start spin down during running
charging_state = POWER_DOWN
else if(new_state && use_power == USE_POWER_IDLE) // Can start spin up during stopped
charging_state = POWER_UP
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
update_use_power(new_state ? USE_POWER_ACTIVE : USE_POWER_IDLE)
// Sound the alert if gravity was just enabled or disabled.
var/alert = FALSE
if(SSticker.IsRoundInProgress())
if(new_state) // 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(new_state)
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, '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())
shake_camera(M, 15, 1)
M.playsound_local(src, null, 50, 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(use_power == USE_POWER_ACTIVE)
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(istype(A, /area/shuttle))
continue //Skip shuttle areas
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