Grav generator, not mapped in yet

This commit is contained in:
ZomgPonies
2014-05-05 03:03:22 -04:00
parent 4b2deebec6
commit 48aea00e33
3 changed files with 369 additions and 120 deletions
+366 -118
View File
@@ -1,144 +1,392 @@
// It.. uses a lot of power. Everything under power is engineering stuff, at least.
/obj/machinery/computer/gravity_control_computer
name = "Gravity Generator Control"
desc = "A computer to control a local gravity generator. Qualified personnel only."
icon = 'icons/obj/computer.dmi'
icon_state = "airtunnel0e"
anchored = 1
density = 1
var/obj/machinery/gravity_generator = null
//
// 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.
/obj/machinery/gravity_generator/
name = "Gravitational Generator"
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/singularity.dmi'
icon_state = "TheSingGen"
icon = 'icons/obj/machines/gravity_generator.dmi'
anchored = 1
density = 1
use_power = 0
unacidable = 1
var/sprite_number = 0
/obj/machinery/gravity_generator/ex_act(severity)
if(severity == 1) // Very sturdy.
set_broken()
/obj/machinery/gravity_generator/meteorhit()
return
/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()
set_broken()
if(main_part)
qdel(main_part)
..()
//
// 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 as obj, mob/user as mob)
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 as mob)
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.overlays += "activated"
update_list()
//
// Generator an admin can spawn
//
/obj/machinery/gravity_generator/main/station/admin/New()
..()
initialize()
//
// 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
idle_power_usage = 200
active_power_usage = 1000
interact_offline = 1
var/on = 1
var/list/localareas = list()
var/effectiverange = 25
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
// Borrows code from cloning computer
/obj/machinery/computer/gravity_control_computer/New()
/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)
..()
spawn(5)
updatemodules()
return
return
/obj/machinery/gravity_generator/New()
/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
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()
..()
spawn(5)
locatelocalareas()
return
return
for(var/obj/machinery/gravity_generator/M in parts)
if(!(M.stat & BROKEN))
M.set_broken()
middle.overlays.Cut()
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
/obj/machinery/computer/gravity_control_computer/proc/updatemodules()
src.gravity_generator = findgenerator()
/obj/machinery/gravity_generator/proc/locatelocalareas()
for(var/area/A in range(src,effectiverange))
if(A.name == "Space")
continue // No (de)gravitizing space.
if(A.master && !( A.master in localareas) )
localareas += A.master
/obj/machinery/computer/gravity_control_computer/proc/findgenerator()
var/obj/machinery/gravity_generator/foundgenerator = null
for(dir in list(NORTH,EAST,SOUTH,WEST))
//world << "SEARCHING IN [dir]"
foundgenerator = locate(/obj/machinery/gravity_generator/, get_step(src, dir))
if (!isnull(foundgenerator))
//world << "FOUND"
break
return foundgenerator
/obj/machinery/computer/gravity_control_computer/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/gravity_control_computer/attack_ai(mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/gravity_control_computer/attack_hand(mob/user as mob)
user.set_machine(src)
add_fingerprint(user)
if(stat & (BROKEN|NOPOWER))
return
updatemodules()
var/dat = "<h3>Generator Control System</h3>"
//dat += "<font size=-1><a href='byond://?src=\ref[src];refresh=1'>Refresh</a></font>"
if(gravity_generator)
if(gravity_generator:on)
dat += "<font color=green><br><tt>Gravity Status: ON</tt></font><br>"
// Fixing the gravity generator.
/obj/machinery/gravity_generator/main/attackby(obj/item/I as obj, mob/user as mob)
var/old_broken_state = broken_state
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, 'sound/items/Screwdriver.ogg', 50, 1)
broken_state++
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++
if(GRAV_NEEDS_PLASTEEL)
if(istype(I, /obj/item/stack/sheet/plasteel))
var/obj/item/stack/sheet/plasteel/PS = I
if(PS.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++
else
user << "<span class='notice'>You need 10 sheets of plasteel.</span>"
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, 'sound/items/Ratchet.ogg', 75, 1)
set_fix()
else
dat += "<font color=red><br><tt>Gravity Status: OFF</tt></font><br>"
..()
if(old_broken_state != broken_state)
update_icon()
dat += "<br><tt>Currently Supplying Gravitons To:</tt><br>"
for(var/area/A in gravity_generator:localareas)
if(A.has_gravity && gravity_generator:on)
dat += "<tt><font color=green>[A]</tt></font><br>"
else if (A.has_gravity)
dat += "<tt><font color=yellow>[A]</tt></font><br>"
else
dat += "<tt><font color=red>[A]</tt></font><br>"
dat += "<br><tt>Maintainence Functions:</tt><br>"
if(gravity_generator:on)
dat += "<a href='byond://?src=\ref[src];gentoggle=1'><font color=red> TURN GRAVITY GENERATOR OFF. </font></a>"
else
dat += "<a href='byond://?src=\ref[src];gentoggle=1'><font color=green> TURN GRAVITY GENERATOR ON. </font></a>"
/obj/machinery/gravity_generator/main/attack_hand(mob/user as mob)
if(!..())
return interact(user)
/obj/machinery/gravity_generator/main/interact(mob/user as mob)
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 += "No local gravity generator detected!"
dat += "<A href='?src=\ref[src];gentoggle=1'>ON</A> <span class='linkOn'>OFF</span> "
user << browse(dat, "window=gravgen")
onclose(user, "gravgen")
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/computer/gravity_control_computer/Topic(href, href_list)
//set background = 1
..()
/obj/machinery/gravity_generator/main/Topic(href, href_list)
if ( (get_dist(src, usr) > 1 ))
if (!istype(usr, /mob/living/silicon))
usr.unset_machine()
usr << browse(null, "window=air_alarm")
return
if(..())
return
if(href_list["gentoggle"])
if(gravity_generator:on)
gravity_generator:on = 0
for(var/area/A in gravity_generator:localareas)
var/obj/machinery/gravity_generator/G
for(G in machines)
if((A.master in G.localareas) && (G.on))
break
if(!G)
A.gravitychange(0,A)
else
for(var/area/A in gravity_generator:localareas)
gravity_generator:on = 1
A.gravitychange(1,A)
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()
return
// 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(var/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(new_state) // If we turned on
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.overlays.Cut()
if(overlay_state)
middle.overlays += overlay_state
current_overlay = overlay_state
/obj/machinery/gravity_generator/main/proc/pulse_radiation()
for(var/mob/living/L in view(7, src))
L.apply_effect(20, IRRADIATE)
// 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/our_turf = get_turf(src)
for(var/mob/M in player_list)
var/turf/their_turf = get_turf(M)
if(M.client && their_turf.z == our_turf.z)
shake_camera(M, 15, 1)
M.playsound_local(our_turf, '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>"}