@@ -1,309 +1,309 @@
|
||||
|
||||
//
|
||||
// Gravity Generator
|
||||
//
|
||||
|
||||
GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding new gravity generators to the list, and keying it with the z level.
|
||||
|
||||
#define POWER_IDLE 0
|
||||
#define POWER_UP 1
|
||||
#define POWER_DOWN 2
|
||||
|
||||
#define GRAV_NEEDS_SCREWDRIVER 0
|
||||
#define GRAV_NEEDS_WELDING 1
|
||||
#define GRAV_NEEDS_PLASTEEL 2
|
||||
#define GRAV_NEEDS_WRENCH 3
|
||||
|
||||
//
|
||||
// Abstract Generator
|
||||
//
|
||||
|
||||
/obj/machinery/gravity_generator
|
||||
name = "gravitational generator"
|
||||
|
||||
//
|
||||
// Gravity Generator
|
||||
//
|
||||
|
||||
GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding new gravity generators to the list, and keying it with the z level.
|
||||
|
||||
#define POWER_IDLE 0
|
||||
#define POWER_UP 1
|
||||
#define POWER_DOWN 2
|
||||
|
||||
#define GRAV_NEEDS_SCREWDRIVER 0
|
||||
#define GRAV_NEEDS_WELDING 1
|
||||
#define GRAV_NEEDS_PLASTEEL 2
|
||||
#define GRAV_NEEDS_WRENCH 3
|
||||
|
||||
//
|
||||
// Abstract Generator
|
||||
//
|
||||
|
||||
/obj/machinery/gravity_generator
|
||||
name = "gravitational generator"
|
||||
desc = "A device which produces a graviton field when set up."
|
||||
icon = 'icons/obj/machines/gravity_generator.dmi'
|
||||
anchored = 1
|
||||
density = 1
|
||||
icon = 'icons/obj/machines/gravity_generator.dmi'
|
||||
anchored = 1
|
||||
density = 1
|
||||
use_power = NO_POWER_USE
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
||||
var/sprite_number = 0
|
||||
|
||||
/obj/machinery/gravity_generator/throw_at()
|
||||
return FALSE
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||||
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||||
/obj/machinery/gravity_generator/ex_act(severity, target)
|
||||
if(severity == 1) // Very sturdy.
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||||
set_broken()
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||||
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||||
/obj/machinery/gravity_generator/blob_act(obj/structure/blob/B)
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||||
if(prob(20))
|
||||
set_broken()
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||||
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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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||||
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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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||||
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||||
//prevents shuttles attempting to rotate this since it messes up sprites
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||||
/obj/machinery/gravity_generator/shuttleRotate()
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||||
return
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||||
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||||
/obj/machinery/gravity_generator/proc/get_status()
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||||
return "off"
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||||
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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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||||
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||||
/obj/machinery/gravity_generator/proc/set_broken()
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||||
stat |= BROKEN
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||||
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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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||||
if(main_part)
|
||||
qdel(main_part)
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||||
set_broken()
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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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||||
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||||
/obj/machinery/gravity_generator/part
|
||||
var/obj/machinery/gravity_generator/main/main_part = null
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||||
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||||
/obj/machinery/gravity_generator/part/attackby(obj/item/I, mob/user, params)
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||||
return main_part.attackby(I, user)
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||||
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||||
/obj/machinery/gravity_generator/part/get_status()
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||||
return main_part.get_status()
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||||
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||||
/obj/machinery/gravity_generator/part/attack_hand(mob/user)
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||||
return main_part.attack_hand(user)
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||||
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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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||||
//
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||||
// Generator which spawns with the station.
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||||
//
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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.add_overlay("activated")
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||||
update_list()
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||||
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||||
//
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||||
// Generator an admin can spawn
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||||
//
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||||
/obj/machinery/gravity_generator/main/station/admin
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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/throw_at()
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||||
return FALSE
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||||
|
||||
/obj/machinery/gravity_generator/ex_act(severity, target)
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||||
if(severity == 1) // Very sturdy.
|
||||
set_broken()
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||||
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||||
/obj/machinery/gravity_generator/blob_act(obj/structure/blob/B)
|
||||
if(prob(20))
|
||||
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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||||
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||||
//prevents shuttles attempting to rotate this since it messes up sprites
|
||||
/obj/machinery/gravity_generator/shuttleRotate()
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||||
return
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||||
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||||
/obj/machinery/gravity_generator/proc/get_status()
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||||
return "off"
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||||
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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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||||
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||||
/obj/machinery/gravity_generator/proc/set_broken()
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||||
stat |= BROKEN
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||||
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||||
/obj/machinery/gravity_generator/proc/set_fix()
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||||
stat &= ~BROKEN
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||||
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||||
/obj/machinery/gravity_generator/part/Destroy()
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||||
if(main_part)
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||||
qdel(main_part)
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||||
set_broken()
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||||
return ..()
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||||
|
||||
//
|
||||
// Part generator which is mostly there for looks
|
||||
//
|
||||
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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, mob/user, params)
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||||
return main_part.attackby(I, user)
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||||
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||||
/obj/machinery/gravity_generator/part/get_status()
|
||||
return main_part.get_status()
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||||
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||||
/obj/machinery/gravity_generator/part/attack_hand(mob/user)
|
||||
return main_part.attack_hand(user)
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||||
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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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||||
|
||||
//
|
||||
// Generator which spawns with the station.
|
||||
//
|
||||
|
||||
/obj/machinery/gravity_generator/main/station/Initialize()
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||||
. = ..()
|
||||
setup_parts()
|
||||
middle.add_overlay("activated")
|
||||
update_list()
|
||||
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||||
//
|
||||
// Generator an admin can spawn
|
||||
//
|
||||
/obj/machinery/gravity_generator/main/station/admin
|
||||
use_power = NO_POWER_USE
|
||||
|
||||
//
|
||||
// Main Generator with the main code
|
||||
//
|
||||
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||||
/obj/machinery/gravity_generator/main
|
||||
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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||||
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||||
//
|
||||
// Main Generator with the main code
|
||||
//
|
||||
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||||
/obj/machinery/gravity_generator/main
|
||||
icon_state = "on_8"
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||||
idle_power_usage = 0
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||||
active_power_usage = 3000
|
||||
power_channel = ENVIRON
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||||
sprite_number = 8
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||||
use_power = IDLE_POWER_USE
|
||||
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
|
||||
var/charge_count = 100
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||||
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.
|
||||
interact_offline = 1
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||||
var/on = 1
|
||||
var/breaker = 1
|
||||
var/list/parts = list()
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||||
var/obj/middle = null
|
||||
var/charging_state = POWER_IDLE
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||||
var/charge_count = 100
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||||
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!", INVESTIGATE_GRAVITY)
|
||||
on = 0
|
||||
update_list()
|
||||
for(var/obj/machinery/gravity_generator/part/O in parts)
|
||||
O.main_part = null
|
||||
if(!QDESTROYING(O))
|
||||
qdel(O)
|
||||
return ..()
|
||||
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||||
/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
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||||
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 = WALL_OBJ_LAYER
|
||||
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.cut_overlays()
|
||||
charge_count = 0
|
||||
breaker = 0
|
||||
set_power()
|
||||
set_state(0)
|
||||
on = 0
|
||||
update_list()
|
||||
for(var/obj/machinery/gravity_generator/part/O in parts)
|
||||
O.main_part = null
|
||||
if(!QDESTROYING(O))
|
||||
qdel(O)
|
||||
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 = WALL_OBJ_LAYER
|
||||
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.cut_overlays()
|
||||
charge_count = 0
|
||||
breaker = 0
|
||||
set_power()
|
||||
set_state(0)
|
||||
investigate_log("has broken down.", INVESTIGATE_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, mob/user, params)
|
||||
switch(broken_state)
|
||||
if(GRAV_NEEDS_SCREWDRIVER)
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
to_chat(user, "<span class='notice'>You secure the screws of the framework.</span>")
|
||||
playsound(src.loc, I.usesound, 50, 1)
|
||||
broken_state++
|
||||
update_icon()
|
||||
return
|
||||
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, "<span class='notice'>You mend the damaged framework.</span>")
|
||||
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
|
||||
broken_state++
|
||||
update_icon()
|
||||
else if(WT.isOn())
|
||||
to_chat(user, "<span class='warning'>You don't have enough fuel to mend the damaged framework!</span>")
|
||||
return
|
||||
if(GRAV_NEEDS_PLASTEEL)
|
||||
if(istype(I, /obj/item/stack/sheet/plasteel))
|
||||
var/obj/item/stack/sheet/plasteel/PS = I
|
||||
if(PS.get_amount() >= 10)
|
||||
PS.use(10)
|
||||
to_chat(user, "<span class='notice'>You add the plating to the framework.</span>")
|
||||
playsound(src.loc, 'sound/machines/click.ogg', 75, 1)
|
||||
broken_state++
|
||||
update_icon()
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You need 10 sheets of plasteel!</span>")
|
||||
return
|
||||
if(GRAV_NEEDS_WRENCH)
|
||||
if(istype(I, /obj/item/weapon/wrench))
|
||||
to_chat(user, "<span class='notice'>You secure the plating to the framework.</span>")
|
||||
playsound(src.loc, I.usesound, 75, 1)
|
||||
set_fix()
|
||||
return
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/machinery/gravity_generator/main/attack_hand(mob/user)
|
||||
if(!..())
|
||||
return interact(user)
|
||||
|
||||
/obj/machinery/gravity_generator/main/interact(mob/user)
|
||||
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
|
||||
|
||||
/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, mob/user, params)
|
||||
switch(broken_state)
|
||||
if(GRAV_NEEDS_SCREWDRIVER)
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
to_chat(user, "<span class='notice'>You secure the screws of the framework.</span>")
|
||||
playsound(src.loc, I.usesound, 50, 1)
|
||||
broken_state++
|
||||
update_icon()
|
||||
return
|
||||
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, "<span class='notice'>You mend the damaged framework.</span>")
|
||||
playsound(src.loc, 'sound/items/welder2.ogg', 50, 1)
|
||||
broken_state++
|
||||
update_icon()
|
||||
else if(WT.isOn())
|
||||
to_chat(user, "<span class='warning'>You don't have enough fuel to mend the damaged framework!</span>")
|
||||
return
|
||||
if(GRAV_NEEDS_PLASTEEL)
|
||||
if(istype(I, /obj/item/stack/sheet/plasteel))
|
||||
var/obj/item/stack/sheet/plasteel/PS = I
|
||||
if(PS.get_amount() >= 10)
|
||||
PS.use(10)
|
||||
to_chat(user, "<span class='notice'>You add the plating to the framework.</span>")
|
||||
playsound(src.loc, 'sound/machines/click.ogg', 75, 1)
|
||||
broken_state++
|
||||
update_icon()
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You need 10 sheets of plasteel!</span>")
|
||||
return
|
||||
if(GRAV_NEEDS_WRENCH)
|
||||
if(istype(I, /obj/item/weapon/wrench))
|
||||
to_chat(user, "<span class='notice'>You secure the plating to the framework.</span>")
|
||||
playsound(src.loc, I.usesound, 75, 1)
|
||||
set_fix()
|
||||
return
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/machinery/gravity_generator/main/attack_hand(mob/user)
|
||||
if(!..())
|
||||
return interact(user)
|
||||
|
||||
/obj/machinery/gravity_generator/main/interact(mob/user)
|
||||
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].", INVESTIGATE_GRAVITY)
|
||||
set_power()
|
||||
src.updateUsrDialog()
|
||||
|
||||
// Power and Icon States
|
||||
|
||||
/obj/machinery/gravity_generator/main/power_change()
|
||||
..()
|
||||
set_power()
|
||||
src.updateUsrDialog()
|
||||
|
||||
// Power and Icon States
|
||||
|
||||
/obj/machinery/gravity_generator/main/power_change()
|
||||
..()
|
||||
investigate_log("has [stat & NOPOWER ? "lost" : "regained"] power.", INVESTIGATE_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.
|
||||
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"].", INVESTIGATE_GRAVITY)
|
||||
update_icon()
|
||||
|
||||
// Set the state of the gravity.
|
||||
/obj/machinery/gravity_generator/main/proc/set_state(new_state)
|
||||
charging_state = POWER_IDLE
|
||||
on = new_state
|
||||
update_icon()
|
||||
|
||||
// Set the state of the gravity.
|
||||
/obj/machinery/gravity_generator/main/proc/set_state(new_state)
|
||||
charging_state = POWER_IDLE
|
||||
on = new_state
|
||||
use_power = on ? ACTIVE_POWER_USE : IDLE_POWER_USE
|
||||
// Sound the alert if gravity was just enabled or disabled.
|
||||
var/alert = 0
|
||||
var/area/A = get_area(src)
|
||||
// Sound the alert if gravity was just enabled or disabled.
|
||||
var/alert = 0
|
||||
var/area/A = get_area(src)
|
||||
if(SSticker.IsRoundInProgress())
|
||||
if(on) // If we turned on and the game is live.
|
||||
if(gravity_in_level() == 0)
|
||||
@@ -315,102 +315,102 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
|
||||
alert = 1
|
||||
investigate_log("was brought offline and there is now no gravity for this level.", INVESTIGATE_GRAVITY)
|
||||
message_admins("The gravity generator was brought offline with no backup generator. [A][ADMIN_COORDJMP(src)]")
|
||||
|
||||
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.cut_overlays()
|
||||
if(overlay_state)
|
||||
middle.add_overlay(overlay_state)
|
||||
current_overlay = overlay_state
|
||||
|
||||
|
||||
/obj/machinery/gravity_generator/main/proc/pulse_radiation()
|
||||
radiation_pulse(get_turf(src), 3, 7, 20)
|
||||
|
||||
// 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/T = get_turf(src)
|
||||
for(var/mob/M in GLOB.mob_list)
|
||||
if(M.z != z)
|
||||
continue
|
||||
M.update_gravity(M.mob_has_gravity())
|
||||
if(M.client)
|
||||
shake_camera(M, 15, 1)
|
||||
M.playsound_local(T, '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(GLOB.gravity_generators["[T.z]"])
|
||||
return length(GLOB.gravity_generators["[T.z]"])
|
||||
return 0
|
||||
|
||||
/obj/machinery/gravity_generator/main/proc/update_list()
|
||||
var/turf/T = get_turf(src.loc)
|
||||
if(T)
|
||||
if(!GLOB.gravity_generators["[T.z]"])
|
||||
GLOB.gravity_generators["[T.z]"] = list()
|
||||
if(on)
|
||||
GLOB.gravity_generators["[T.z]"] |= src
|
||||
else
|
||||
GLOB.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>"}
|
||||
|
||||
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.cut_overlays()
|
||||
if(overlay_state)
|
||||
middle.add_overlay(overlay_state)
|
||||
current_overlay = overlay_state
|
||||
|
||||
|
||||
/obj/machinery/gravity_generator/main/proc/pulse_radiation()
|
||||
radiation_pulse(get_turf(src), 3, 7, 20)
|
||||
|
||||
// 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/T = get_turf(src)
|
||||
for(var/mob/M in GLOB.mob_list)
|
||||
if(M.z != z)
|
||||
continue
|
||||
M.update_gravity(M.mob_has_gravity())
|
||||
if(M.client)
|
||||
shake_camera(M, 15, 1)
|
||||
M.playsound_local(T, '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(GLOB.gravity_generators["[T.z]"])
|
||||
return length(GLOB.gravity_generators["[T.z]"])
|
||||
return 0
|
||||
|
||||
/obj/machinery/gravity_generator/main/proc/update_list()
|
||||
var/turf/T = get_turf(src.loc)
|
||||
if(T)
|
||||
if(!GLOB.gravity_generators["[T.z]"])
|
||||
GLOB.gravity_generators["[T.z]"] = list()
|
||||
if(on)
|
||||
GLOB.gravity_generators["[T.z]"] |= src
|
||||
else
|
||||
GLOB.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>"}
|
||||
|
||||
Reference in New Issue
Block a user