// // 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 unacidable = 1 var/sprite_number = 0 /obj/machinery/gravity_generator/ex_act(severity) if(severity == 1) // Very sturdy. set_broken() /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) 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 as obj, mob/user as mob, params) return main_part.attackby(I, user, params) /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 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) for(var/area/A in world) if(!(A.z in config.station_levels)) continue A.gravitychange(0,A) shake_everyone() 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 = MOB_LAYER + 0.1 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.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 // Fixing the gravity generator. /obj/machinery/gravity_generator/main/attackby(obj/item/I as obj, mob/user as mob, params) var/old_broken_state = broken_state switch(broken_state) if(GRAV_NEEDS_SCREWDRIVER) if(istype(I, /obj/item/weapon/screwdriver)) to_chat(user, "You secure the screws of the framework.") 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)) to_chat(user, "You mend the damaged framework.") 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) to_chat(user, "You add the plating to the framework.") playsound(src.loc, 'sound/machines/click.ogg', 75, 1) broken_state++ else to_chat(user, "You need 10 sheets of plasteel.") if(GRAV_NEEDS_WRENCH) if(istype(I, /obj/item/weapon/wrench)) to_chat(user, "You secure the plating to the framework.") playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1) set_fix() else ..() if(old_broken_state != broken_state) update_icon() /obj/machinery/gravity_generator/main/attack_hand(mob/user as mob) if(!..()) return interact(user) /obj/machinery/gravity_generator/main/attack_ai(mob/user as mob) return 1 /obj/machinery/gravity_generator/main/attack_ghost(mob/user as mob) 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 += "ON OFF" else dat += "ON OFF " dat += "
Generator Status:
" if(charging_state != POWER_IDLE) dat += "WARNING Radiation Detected.
[charging_state == POWER_UP ? "Charging..." : "Discharging..."]" else if(on) dat += "Powered." else dat += "Unpowered." dat += "
Gravity Charge: [charge_count]%
" 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 1 if(href_list["gentoggle"]) breaker = !breaker investigate_log("was toggled [breaker ? "ON" : "OFF"] 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(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. ([area.name])") for(var/area/A in world) if(!(A.z in config.station_levels)) continue A.gravitychange(1,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. ([area.name])") for(var/area/A in world) if(!(A.z in config.station_levels)) continue A.gravitychange(0,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 mob_list) var/turf/their_turf = get_turf(M) if(their_turf && their_turf.z == our_turf.z) M.update_gravity(M.mob_has_gravity()) if(M.client) 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 = {"

Gravity Generator Instructions For Dummies

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.


It blew up!

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.

  1. Secure the screws of the framework with a screwdriver.
  2. Mend the damaged framework with a welding tool.
  3. Add additional plasteel plating.
  4. Secure the additional plating with a wrench.
"}