mirror of
https://github.com/Skyrat-SS13/Skyrat-tg.git
synced 2026-07-14 17:33:54 +01:00
bb70889f6e
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
518 lines
17 KiB
Plaintext
518 lines
17 KiB
Plaintext
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//
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// Gravity Generator
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//
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/// 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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GLOBAL_LIST_EMPTY(gravity_generators)
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#define POWER_IDLE 0
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#define POWER_UP 1
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#define POWER_DOWN 2
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#define GRAV_NEEDS_SCREWDRIVER 0
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#define GRAV_NEEDS_WELDING 1
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#define GRAV_NEEDS_PLASTEEL 2
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#define 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 graviton field when set up."
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icon = 'icons/obj/machines/gravity_generator.dmi'
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density = TRUE
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move_resist = INFINITY
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use_power = NO_POWER_USE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/sprite_number = 0
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/obj/machinery/gravity_generator/safe_throw_at(atom/target, range, speed, mob/thrower, spin = TRUE, diagonals_first = FALSE, datum/callback/callback, force = MOVE_FORCE_STRONG, gentle = FALSE)
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return FALSE
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/obj/machinery/gravity_generator/ex_act(severity, target)
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if(severity >= EXPLODE_DEVASTATE) // Very sturdy.
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set_broken()
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return TRUE
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return FALSE
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/obj/machinery/gravity_generator/blob_act(obj/structure/blob/B)
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if(prob(20))
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set_broken()
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/obj/machinery/gravity_generator/zap_act(power, zap_flags)
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. = ..()
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if(zap_flags & ZAP_MACHINE_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_state()
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icon_state = "[get_status()]_[sprite_number]"
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return ..()
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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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atom_break()
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/obj/machinery/gravity_generator/proc/set_fix()
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set_machine_stat(machine_stat & ~BROKEN)
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/**
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* Generator part
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*
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* Parts of the gravity generator used to have a proper sprite.
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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
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/obj/machinery/gravity_generator/part/Destroy()
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atom_break()
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if(main_part)
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main_part.generator_parts -= src
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UnregisterSignal(main_part, COMSIG_ATOM_UPDATED_ICON)
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main_part = null
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return ..()
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/obj/machinery/gravity_generator/part/attackby(obj/item/weapon, mob/user, params)
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if(!main_part)
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return
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return main_part.attackby(weapon, user)
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/obj/machinery/gravity_generator/part/get_status()
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if(!main_part)
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return
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return main_part.get_status()
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/obj/machinery/gravity_generator/part/attack_hand(mob/user, list/modifiers)
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if(!main_part)
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return
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return main_part.attack_hand(user, modifiers)
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/obj/machinery/gravity_generator/part/set_broken()
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..()
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if(!main_part || (main_part.machine_stat & BROKEN))
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return
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main_part.set_broken()
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/// Used to eat args
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/obj/machinery/gravity_generator/part/proc/on_update_icon(obj/machinery/gravity_generator/source, updates, updated)
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SIGNAL_HANDLER
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return update_appearance(updates)
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/**
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* Main gravity generator
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*
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* The actual gravity generator, that actually holds the UI, contains the grav gen parts, ect.
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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 = BASE_MACHINE_ACTIVE_CONSUMPTION * 3
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power_channel = AREA_USAGE_ENVIRON
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sprite_number = 8
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use_power = IDLE_POWER_USE
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interaction_flags_machine = INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OFFLINE
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/// List of all gravity generator parts
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var/list/generator_parts = list()
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/// The gravity generator part in the very center, the fifth one, where we place the overlays.
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var/obj/machinery/gravity_generator/part/center_part
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/// Whether the gravity generator is currently active.
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var/on = TRUE
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/// If the main breaker is on/off, to enable/disable gravity.
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var/breaker = TRUE
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/// If the generatir os idle, charging, or down.
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var/charging_state = POWER_IDLE
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/// How much charge the gravity generator has, goes down when breaker is shut, and shuts down at 0.
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var/charge_count = 100
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/// The gravity overlay currently used.
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var/current_overlay = null
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/// When broken, what stage it is at (GRAV_NEEDS_SCREWDRIVER:0) (GRAV_NEEDS_WELDING:1) (GRAV_NEEDS_PLASTEEL:2) (GRAV_NEEDS_WRENCH:3)
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var/broken_state = GRAV_NEEDS_SCREWDRIVER
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/// Gravity value when on, honestly I don't know why it does it like this, but it does.
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var/setting = 1
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/// The gravity field created by the generator.
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var/datum/proximity_monitor/advanced/gravity/gravity_field
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/// Audio for when the gravgen is on
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var/datum/looping_sound/gravgen/soundloop
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///Amount of shielding we offer against a radioactive nebula
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var/radioactive_nebula_shielding = 4
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///Station generator that spawns with gravity turned off.
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/obj/machinery/gravity_generator/main/off
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on = FALSE
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breaker = FALSE
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charge_count = 0
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/obj/machinery/gravity_generator/main/Initialize(mapload)
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. = ..()
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soundloop = new(src, start_immediately = FALSE)
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setup_parts()
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if(on)
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enable()
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center_part.add_overlay("activated")
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add_to_nebula_shielding(src, /datum/station_trait/nebula/hostile/radiation, PROC_REF(get_radioactive_nebula_shielding))
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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!", INVESTIGATE_GRAVITY)
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disable()
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QDEL_NULL(soundloop)
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QDEL_NULL(center_part)
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QDEL_LIST(generator_parts)
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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 = CORNER_BLOCK_OFFSET(our_turf, 3, 3, -1, 0)
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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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center_part = part
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if(count <= 3) // Their sprite is the top part of the generator
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part.set_density(FALSE)
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part.layer = WALL_OBJ_LAYER
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part.sprite_number = count
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part.main_part = src
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generator_parts += part
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part.update_appearance()
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part.RegisterSignal(src, COMSIG_ATOM_UPDATED_ICON, TYPE_PROC_REF(/obj/machinery/gravity_generator/part, on_update_icon))
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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/internal_parts as anything in generator_parts)
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if(!(internal_parts.machine_stat & BROKEN))
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internal_parts.set_broken()
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center_part.cut_overlays()
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charge_count = 0
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breaker = FALSE
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set_power()
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disable()
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investigate_log("has broken down.", INVESTIGATE_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/internal_parts as anything in generator_parts)
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if(internal_parts.machine_stat & BROKEN)
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internal_parts.set_fix()
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broken_state = FALSE
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update_appearance()
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set_power()
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// Interaction
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/obj/machinery/gravity_generator/main/examine(mob/user)
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. = ..()
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if(!(machine_stat & BROKEN))
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return
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switch(broken_state)
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if(GRAV_NEEDS_SCREWDRIVER)
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. += span_notice("The entire frame is barely holding together, the <b>screws</b> need to be refastened.")
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if(GRAV_NEEDS_WELDING)
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. += span_notice("There's lots of broken seals on the framework, it could use some <b>welding</b>.")
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if(GRAV_NEEDS_PLASTEEL)
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. += span_notice("Some of this damaged plating needs full replacement. <b>10 plasteel</> should be enough.")
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if(GRAV_NEEDS_WRENCH)
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. += span_notice("The new plating just needs to be <b>bolted</b> into place now.")
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// Fixing the gravity generator.
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/obj/machinery/gravity_generator/main/attackby(obj/item/weapon, mob/user, params)
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if(machine_stat & BROKEN)
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switch(broken_state)
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if(GRAV_NEEDS_SCREWDRIVER)
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if(weapon.tool_behaviour == TOOL_SCREWDRIVER)
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to_chat(user, span_notice("You secure the screws of the framework."))
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weapon.play_tool_sound(src)
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broken_state++
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update_appearance()
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return
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if(GRAV_NEEDS_WELDING)
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if(weapon.tool_behaviour == TOOL_WELDER)
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if(weapon.use_tool(src, user, 0, volume=50))
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to_chat(user, span_notice("You mend the damaged framework."))
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broken_state++
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update_appearance()
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return
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if(GRAV_NEEDS_PLASTEEL)
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if(istype(weapon, /obj/item/stack/sheet/plasteel))
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var/obj/item/stack/sheet/plasteel/PS = weapon
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if(PS.get_amount() >= 10)
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PS.use(10)
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to_chat(user, span_notice("You add the plating to the framework."))
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playsound(src.loc, 'sound/machines/click.ogg', 75, TRUE)
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broken_state++
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update_appearance()
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else
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to_chat(user, span_warning("You need 10 sheets of plasteel!"))
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return
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if(GRAV_NEEDS_WRENCH)
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if(weapon.tool_behaviour == TOOL_WRENCH)
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to_chat(user, span_notice("You secure the plating to the framework."))
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weapon.play_tool_sound(src)
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set_fix()
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return
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return ..()
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/obj/machinery/gravity_generator/main/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "GravityGenerator", name)
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ui.open()
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/obj/machinery/gravity_generator/main/ui_data(mob/user)
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var/list/data = list()
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data["breaker"] = breaker
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data["charge_count"] = charge_count
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data["charging_state"] = charging_state
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data["on"] = on
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data["operational"] = (machine_stat & BROKEN) ? FALSE : TRUE
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return data
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/obj/machinery/gravity_generator/main/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(.)
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return
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switch(action)
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if("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 [key_name(usr)].", INVESTIGATE_GRAVITY)
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set_power()
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. = TRUE
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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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if(SSticker.current_state == GAME_STATE_PLAYING)
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investigate_log("has [machine_stat & NOPOWER ? "lost" : "regained"] power.", INVESTIGATE_GRAVITY)
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set_power()
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/obj/machinery/gravity_generator/main/get_status()
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if(machine_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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// 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 = FALSE
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if(machine_stat & (NOPOWER|BROKEN) || !breaker)
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new_state = FALSE
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else if(breaker)
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new_state = TRUE
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charging_state = new_state ? POWER_UP : POWER_DOWN // Startup sequence animation.
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if(SSticker.current_state == GAME_STATE_PLAYING)
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investigate_log("is now [charging_state == POWER_UP ? "charging" : "discharging"].", INVESTIGATE_GRAVITY)
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update_appearance()
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/obj/machinery/gravity_generator/main/proc/enable()
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charging_state = POWER_IDLE
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on = TRUE
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update_use_power(ACTIVE_POWER_USE)
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soundloop.start()
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var/old_gravity = gravity_in_level()
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complete_state_update()
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gravity_field = new(src, 2, TRUE, 6)
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if (!old_gravity)
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if(SSticker.current_state == GAME_STATE_PLAYING)
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investigate_log("was brought online and is now producing gravity for this level.", INVESTIGATE_GRAVITY)
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message_admins("The gravity generator was brought online [ADMIN_VERBOSEJMP(src)]")
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shake_everyone()
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/obj/machinery/gravity_generator/main/proc/disable()
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charging_state = POWER_IDLE
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on = FALSE
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update_use_power(IDLE_POWER_USE)
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soundloop.stop()
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QDEL_NULL(gravity_field)
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var/old_gravity = gravity_in_level()
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complete_state_update()
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if (old_gravity)
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if(SSticker.current_state == GAME_STATE_PLAYING)
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investigate_log("was brought offline and there is now no gravity for this level.", INVESTIGATE_GRAVITY)
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message_admins("The gravity generator was brought offline with no backup generator. [ADMIN_VERBOSEJMP(src)]")
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shake_everyone()
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/obj/machinery/gravity_generator/main/proc/complete_state_update()
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update_appearance()
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update_list()
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// Charge/Discharge and turn on/off gravity when you reach 0/100 percent.
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/obj/machinery/gravity_generator/main/process()
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if(machine_stat & BROKEN)
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return
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if(charging_state == POWER_IDLE)
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return
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if(charging_state == POWER_UP && charge_count >= 100)
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enable()
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else if(charging_state == POWER_DOWN && charge_count <= 0)
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disable()
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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, TRUE)
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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(center_part)
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center_part.cut_overlays()
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if(overlay_state)
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center_part.add_overlay(overlay_state)
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current_overlay = overlay_state
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/// Shake everyone on the z level to let them know that gravity was enagaged/disengaged.
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/obj/machinery/gravity_generator/main/proc/shake_everyone()
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var/turf/T = get_turf(src)
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var/sound/alert_sound = sound('sound/effects/alert.ogg')
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for(var/mob/mobs as anything in GLOB.mob_list)
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var/turf/mob_turf = get_turf(mobs)
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if(!istype(mob_turf))
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continue
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if(!is_valid_z_level(T, mob_turf))
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continue
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if(isliving(mobs))
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var/mob/living/grav_update = mobs
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grav_update.refresh_gravity()
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if(mobs.client)
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shake_camera(mobs, 15, 1)
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mobs.playsound_local(T, null, 100, 1, 0.5, sound_to_use = alert_sound)
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//SKYRAT EDIT ADDITON BEGIN
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if(!SSmapping.level_has_any_trait(z, ZTRAIT_STATION)) // SHUT THE FUCK UP ABANDONED STATIONS, I DON'T CARE
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return
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if(on)
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priority_announce("A gravity generator has successfully restarted its graviton field, artificial gravity is online.", "Gravity Generator", ANNOUNCER_GRAVGENON)
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else
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priority_announce("A gravity generator has lost its graviton field integrity ballast, artificial gravity is offline.", "Gravity Generator", ANNOUNCER_GRAVGENOFF)
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//SKYRAT EDIT END
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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 FALSE
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if(GLOB.gravity_generators["[T.z]"])
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return length(GLOB.gravity_generators["[T.z]"])
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return FALSE
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/obj/machinery/gravity_generator/main/proc/update_list()
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var/turf/T = get_turf(src)
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if(!T)
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return
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var/list/z_list = list()
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// Multi-Z, station gravity generator generates gravity on all ZTRAIT_STATION z-levels.
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if(SSmapping.level_trait(T.z, ZTRAIT_STATION))
|
|
for(var/z in SSmapping.levels_by_trait(ZTRAIT_STATION))
|
|
z_list += z
|
|
else
|
|
z_list += T.z
|
|
for(var/z in z_list)
|
|
if(!GLOB.gravity_generators["[z]"])
|
|
GLOB.gravity_generators["[z]"] = list()
|
|
if(on)
|
|
GLOB.gravity_generators["[z]"] |= src
|
|
else
|
|
GLOB.gravity_generators["[z]"] -= src
|
|
SSmapping.calculate_z_level_gravity(z)
|
|
|
|
/obj/machinery/gravity_generator/main/proc/blackout()
|
|
charge_count = 0
|
|
breaker = FALSE
|
|
set_power()
|
|
disable()
|
|
investigate_log("was turned off by blackout event or a gravity anomaly detonation.", INVESTIGATE_GRAVITY)
|
|
|
|
/obj/machinery/gravity_generator/main/beforeShuttleMove(turf/newT, rotation, move_mode, obj/docking_port/mobile/moving_dock)
|
|
. = ..()
|
|
disable()
|
|
|
|
/obj/machinery/gravity_generator/main/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir, rotation)
|
|
. = ..()
|
|
if(charge_count != 0 && charging_state != POWER_UP)
|
|
enable()
|
|
|
|
/obj/machinery/gravity_generator/main/on_changed_z_level(turf/old_turf, turf/new_turf, same_z_layer, notify_contents)
|
|
. = ..()
|
|
if(same_z_layer)
|
|
return
|
|
for(var/obj/machinery/gravity_generator/part as anything in generator_parts)
|
|
SET_PLANE(part, PLANE_TO_TRUE(part.plane), new_turf)
|
|
|
|
/// Returns the radioactive shielding (if there's a radioactive nebula). Called from a callback set in add_to_nebula_shielding()
|
|
/obj/machinery/gravity_generator/main/proc/get_radioactive_nebula_shielding()
|
|
return on ? radioactive_nebula_shielding : 0
|
|
|
|
//prevents shuttles attempting to rotate this since it messes up sprites
|
|
/obj/machinery/gravity_generator/main/shuttleRotate(rotation, params)
|
|
params = NONE
|
|
return ..()
|
|
|
|
// Misc
|
|
|
|
/// Gravity generator instruction guide
|
|
/obj/item/paper/guides/jobs/engi/gravity_gen
|
|
name = "paper- 'Generate your own gravity!'"
|
|
default_raw_text = {"<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.
|
|
The generator produces a very harmful amount of gravity when enabled, so don't stay close for too long.</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_PLASTEEL
|
|
#undef GRAV_NEEDS_SCREWDRIVER
|
|
#undef GRAV_NEEDS_WELDING
|
|
#undef GRAV_NEEDS_WRENCH
|