mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-30 12:13:02 +00:00
This converts the machine and mob processes to the SMC. Additionally, it adds the Atom subsystem, which handles all Initialize() calls in place of the old gameticker. Due to incompatibility with our atmospherics (FUCK OUR ATMOSPHERICS FOR FUCKING EVER JESUS CHRIST WHO THE FUCK MADE THIS PIECE OF GODDAMN SHIT) atmospherics machines do not use Initialize() as they should, instead opting for a custom atmos_init proc that the air controller handles.
413 lines
12 KiB
Plaintext
413 lines
12 KiB
Plaintext
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//
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// Gravity Generator
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//
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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.
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var/const/POWER_IDLE = 0
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var/const/POWER_UP = 1
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var/const/POWER_DOWN = 2
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var/const/GRAV_NEEDS_SCREWDRIVER = 0
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var/const/GRAV_NEEDS_WELDING = 1
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var/const/GRAV_NEEDS_PLASTEEL = 2
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var/const/GRAV_NEEDS_WRENCH = 3
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//
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// Abstract Generator
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//
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/obj/machinery/gravity_generator
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name = "gravitational generator"
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desc = "A device which produces a gravaton field when set up."
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icon = 'icons/obj/machines/gravity_generator.dmi'
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anchored = 1
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density = 1
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use_power = 0
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unacidable = 1
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var/sprite_number = 0
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/obj/machinery/gravity_generator/ex_act(severity)
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if(severity == 1) // Very sturdy.
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set_broken()
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/obj/machinery/gravity_generator/tesla_act(power, explosive)
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..()
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if(explosive)
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qdel(src)//like the singulo, tesla deletes it. stops it from exploding over and over
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/obj/machinery/gravity_generator/update_icon()
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..()
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icon_state = "[get_status()]_[sprite_number]"
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/obj/machinery/gravity_generator/proc/get_status()
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return "off"
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// You aren't allowed to move.
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/obj/machinery/gravity_generator/Move()
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..()
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qdel(src)
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/obj/machinery/gravity_generator/proc/set_broken()
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stat |= BROKEN
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/obj/machinery/gravity_generator/proc/set_fix()
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stat &= ~BROKEN
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/obj/machinery/gravity_generator/part/Destroy()
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set_broken()
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QDEL_NULL(main_part)
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return ..()
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//
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// Part generator which is mostly there for looks
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//
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/obj/machinery/gravity_generator/part
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var/obj/machinery/gravity_generator/main/main_part = null
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/obj/machinery/gravity_generator/part/attackby(obj/item/I as obj, mob/user as mob, params)
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return main_part.attackby(I, user, params)
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/obj/machinery/gravity_generator/part/get_status()
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return main_part.get_status()
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/obj/machinery/gravity_generator/part/attack_hand(mob/user as mob)
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return main_part.attack_hand(user)
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/obj/machinery/gravity_generator/part/set_broken()
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..()
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if(main_part && !(main_part.stat & BROKEN))
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main_part.set_broken()
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//
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// Generator which spawns with the station.
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//
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/obj/machinery/gravity_generator/main/station/Initialize()
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..()
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setup_parts()
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middle.overlays += "activated"
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update_list()
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//
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// Main Generator with the main code
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//
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/obj/machinery/gravity_generator/main
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icon_state = "on_8"
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idle_power_usage = 0
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active_power_usage = 3000
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power_channel = ENVIRON
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sprite_number = 8
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use_power = 1
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interact_offline = 1
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var/on = 1
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var/breaker = 1
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var/list/parts = list()
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var/obj/middle = null
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var/charging_state = POWER_IDLE
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var/charge_count = 100
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var/current_overlay = null
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var/broken_state = 0
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/obj/machinery/gravity_generator/main/Destroy() // If we somehow get deleted, remove all of our other parts.
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investigate_log("was destroyed!", "gravity")
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on = 0
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update_list()
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for(var/obj/machinery/gravity_generator/part/O in parts)
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O.main_part = null
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qdel(O)
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for(var/area/A in world)
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if(!is_station_level(A.z)) continue
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A.gravitychange(0,A)
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shake_everyone()
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return ..()
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/obj/machinery/gravity_generator/main/proc/setup_parts()
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var/turf/our_turf = get_turf(src)
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// 9x9 block obtained from the bottom middle of the block
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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))
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var/count = 10
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for(var/turf/T in spawn_turfs)
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count--
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if(T == our_turf) // Skip our turf.
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continue
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var/obj/machinery/gravity_generator/part/part = new(T)
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if(count == 5) // Middle
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middle = part
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if(count <= 3) // Their sprite is the top part of the generator
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part.density = 0
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part.layer = MOB_LAYER + 0.1
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part.sprite_number = count
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part.main_part = src
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parts += part
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part.update_icon()
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/obj/machinery/gravity_generator/main/proc/connected_parts()
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return parts.len == 8
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/obj/machinery/gravity_generator/main/set_broken()
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..()
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for(var/obj/machinery/gravity_generator/M in parts)
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if(!(M.stat & BROKEN))
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M.set_broken()
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middle.overlays.Cut()
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charge_count = 0
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breaker = 0
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set_power()
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set_state(0)
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investigate_log("has broken down.", "gravity")
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/obj/machinery/gravity_generator/main/set_fix()
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..()
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for(var/obj/machinery/gravity_generator/M in parts)
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if(M.stat & BROKEN)
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M.set_fix()
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broken_state = 0
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update_icon()
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set_power()
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// Interaction
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// Fixing the gravity generator.
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/obj/machinery/gravity_generator/main/attackby(obj/item/I as obj, mob/user as mob, params)
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var/old_broken_state = broken_state
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switch(broken_state)
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if(GRAV_NEEDS_SCREWDRIVER)
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if(istype(I, /obj/item/screwdriver))
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to_chat(user, "<span class='notice'>You secure the screws of the framework.</span>")
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playsound(src.loc, I.usesound, 50, 1)
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broken_state++
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if(GRAV_NEEDS_WELDING)
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if(istype(I, /obj/item/weldingtool))
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var/obj/item/weldingtool/WT = I
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if(WT.remove_fuel(1, user))
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to_chat(user, "<span class='notice'>You mend the damaged framework.</span>")
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playsound(src.loc, WT.usesound, 50, 1)
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broken_state++
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if(GRAV_NEEDS_PLASTEEL)
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if(istype(I, /obj/item/stack/sheet/plasteel))
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var/obj/item/stack/sheet/plasteel/PS = I
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if(PS.amount >= 10)
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PS.use(10)
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to_chat(user, "<span class='notice'>You add the plating to the framework.</span>")
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playsound(src.loc, PS.usesound, 75, 1)
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broken_state++
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else
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to_chat(user, "<span class='notice'>You need 10 sheets of plasteel.</span>")
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if(GRAV_NEEDS_WRENCH)
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if(istype(I, /obj/item/wrench))
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to_chat(user, "<span class='notice'>You secure the plating to the framework.</span>")
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playsound(src.loc, I.usesound, 75, 1)
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set_fix()
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else
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..()
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if(old_broken_state != broken_state)
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update_icon()
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/obj/machinery/gravity_generator/main/attack_hand(mob/user as mob)
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if(!..())
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return interact(user)
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/obj/machinery/gravity_generator/main/attack_ai(mob/user as mob)
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return 1
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/obj/machinery/gravity_generator/main/attack_ghost(mob/user as mob)
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return interact(user)
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/obj/machinery/gravity_generator/main/interact(mob/user as mob)
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if(stat & BROKEN)
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return
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var/dat = "Gravity Generator Breaker: "
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if(breaker)
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dat += "<span class='linkOn'>ON</span> <A href='?src=[UID()];gentoggle=1'>OFF</A>"
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else
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dat += "<A href='?src=[UID()];gentoggle=1'>ON</A> <span class='linkOn'>OFF</span> "
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dat += "<br>Generator Status:<br><div class='statusDisplay'>"
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if(charging_state != POWER_IDLE)
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dat += "<font class='bad'>WARNING</font> Radiation Detected. <br>[charging_state == POWER_UP ? "Charging..." : "Discharging..."]"
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else if(on)
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dat += "Powered."
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else
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dat += "Unpowered."
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dat += "<br>Gravity Charge: [charge_count]%</div>"
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var/datum/browser/popup = new(user, "gravgen", name)
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popup.set_content(dat)
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popup.open()
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/obj/machinery/gravity_generator/main/Topic(href, href_list)
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if(..())
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return 1
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if(href_list["gentoggle"])
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breaker = !breaker
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investigate_log("was toggled [breaker ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [usr.key].", "gravity")
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set_power()
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src.updateUsrDialog()
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// Power and Icon States
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/obj/machinery/gravity_generator/main/power_change()
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..()
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investigate_log("has [stat & NOPOWER ? "lost" : "regained"] power.", "gravity")
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set_power()
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/obj/machinery/gravity_generator/main/get_status()
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if(stat & BROKEN)
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return "fix[min(broken_state, 3)]"
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return on || charging_state != POWER_IDLE ? "on" : "off"
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/obj/machinery/gravity_generator/main/update_icon()
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..()
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for(var/obj/O in parts)
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O.update_icon()
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// Set the charging state based on power/breaker.
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/obj/machinery/gravity_generator/main/proc/set_power()
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var/new_state = 0
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if(stat & (NOPOWER|BROKEN) || !breaker)
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new_state = 0
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else if(breaker)
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new_state = 1
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charging_state = new_state ? POWER_UP : POWER_DOWN // Startup sequence animation.
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investigate_log("is now [charging_state == POWER_UP ? "charging" : "discharging"].", "gravity")
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update_icon()
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// Set the state of the gravity.
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/obj/machinery/gravity_generator/main/proc/set_state(var/new_state)
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charging_state = POWER_IDLE
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on = new_state
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use_power = on ? 2 : 1
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// Sound the alert if gravity was just enabled or disabled.
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var/alert = 0
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var/area/area = get_area(src)
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if(new_state) // If we turned on
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if(gravity_in_level() == 0)
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alert = 1
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investigate_log("was brought online and is now producing gravity for this level.", "gravity")
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message_admins("The gravity generator was brought online. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>[area.name]</a>)")
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for(var/area/A in world)
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if(!is_station_level(A.z)) continue
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A.gravitychange(1,A)
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else
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if(gravity_in_level() == 1)
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alert = 1
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investigate_log("was brought offline and there is now no gravity for this level.", "gravity")
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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>)")
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for(var/area/A in world)
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if(!is_station_level(A.z)) continue
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A.gravitychange(0,A)
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update_icon()
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update_list()
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src.updateUsrDialog()
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if(alert)
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shake_everyone()
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// Charge/Discharge and turn on/off gravity when you reach 0/100 percent.
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// Also emit radiation and handle the overlays.
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/obj/machinery/gravity_generator/main/process()
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if(stat & BROKEN)
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return
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if(charging_state != POWER_IDLE)
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if(charging_state == POWER_UP && charge_count >= 100)
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set_state(1)
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else if(charging_state == POWER_DOWN && charge_count <= 0)
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set_state(0)
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else
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if(charging_state == POWER_UP)
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charge_count += 2
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else if(charging_state == POWER_DOWN)
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charge_count -= 2
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if(charge_count % 4 == 0 && prob(75)) // Let them know it is charging/discharging.
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playsound(src.loc, 'sound/effects/EMPulse.ogg', 100, 1)
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updateDialog()
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if(prob(25)) // To help stop "Your clothes feel warm" spam.
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pulse_radiation()
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var/overlay_state = null
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switch(charge_count)
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if(0 to 20)
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overlay_state = null
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if(21 to 40)
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overlay_state = "startup"
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if(41 to 60)
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overlay_state = "idle"
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if(61 to 80)
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overlay_state = "activating"
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if(81 to 100)
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overlay_state = "activated"
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if(overlay_state != current_overlay)
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if(middle)
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middle.overlays.Cut()
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if(overlay_state)
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middle.overlays += overlay_state
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current_overlay = overlay_state
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/obj/machinery/gravity_generator/main/proc/pulse_radiation()
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for(var/mob/living/L in view(7, src))
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L.apply_effect(20, IRRADIATE)
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// Shake everyone on the z level to let them know that gravity was enagaged/disenagaged.
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/obj/machinery/gravity_generator/main/proc/shake_everyone()
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var/turf/our_turf = get_turf(src)
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var/sound/alert_sound = sound('sound/effects/alert.ogg')
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for(var/shaked in mob_list)
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var/mob/M = shaked
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var/turf/their_turf = get_turf(M)
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if(their_turf && their_turf.z == our_turf.z)
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M.update_gravity(M.mob_has_gravity())
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if(M.client)
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shake_camera(M, 15, 1)
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M.playsound_local(our_turf, null, 100, 1, 0.5, S = alert_sound)
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// TODO: Make the gravity generator cooperate with the space manager
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/obj/machinery/gravity_generator/main/proc/gravity_in_level()
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var/turf/T = get_turf(src)
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if(!T)
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return 0
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if(gravity_generators["[T.z]"])
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return length(gravity_generators["[T.z]"])
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return 0
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/obj/machinery/gravity_generator/main/proc/update_list()
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var/turf/T = get_turf(src.loc)
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if(T)
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if(!gravity_generators["[T.z]"])
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gravity_generators["[T.z]"] = list()
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if(on)
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gravity_generators["[T.z]"] |= src
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else
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gravity_generators["[T.z]"] -= src
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// Misc
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/obj/item/paper/gravity_gen
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name = "paper- 'Generate your own gravity!'"
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info = {"<h1>Gravity Generator Instructions For Dummies</h1>
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<p>Surprisingly, gravity isn't that hard to make! All you have to do is inject deadly radioactive minerals into a ball of
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energy and you have yourself gravity! You can turn the machine on or off when required but you must remember that the generator
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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>
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<br>
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<h3>It blew up!</h3>
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<p>Don't panic! The gravity generator was designed to be easily repaired. If, somehow, the sturdy framework did not survive then
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please proceed to panic; otherwise follow these steps.</p><ol>
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<li>Secure the screws of the framework with a screwdriver.</li>
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<li>Mend the damaged framework with a welding tool.</li>
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<li>Add additional plasteel plating.</li>
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<li>Secure the additional plating with a wrench.</li></ol>"}
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