Files
Paradise/code/modules/power/gravitygenerator.dm
Tigercat2000 d20298e996 -tg- atom pooling system, qdel changes
This commit first and foremost ports the -tg- atom pooling system, and
removes the old experimental system entirely.

Secondly, this PR modifies the qdel system to use a -tg- lookalike
"destroy hint" system, which means that individual objects can tell qdel
what to do with them beyond taking care of things they need to delete.
This ties into the atom pooling system via a new hint define,
QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of
deleting it as per standard.

Emitter beams are now fully pooled.

Qdel now has semi-compatibility with all datum types, however it is not
the same as -tg-'s "Queue everything!" system. It simply passes it through
the GC immediately and adds it to the "hard del" lists. This means that
reagents can be qdel'ed, but there is no purpose as of yet, as it is more
or less the same as just deleting them, with the added effect of adding
logs of them being deleted to the garbage collector.
2015-06-21 15:47:57 -07:00

407 lines
12 KiB
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//
// 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))
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
..()
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/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 += "<A href='?src=\ref[src];gentoggle=1'>ON</A> <span class='linkOn'>OFF</span> "
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/gravity_generator/main/Topic(href, href_list)
if(..())
return
if(href_list["gentoggle"])
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()
// 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>)")
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. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>[area.name]</a>)")
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 = {"<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>"}