Merge pull request #11513 from Karolis2011/Constructable_Cargo

Constructable Cargo
This commit is contained in:
Chinsky
2015-12-19 09:18:45 +03:00
2 changed files with 447 additions and 356 deletions
+87 -2
View File
@@ -37,6 +37,8 @@
operating = 1
setmove()
/obj/machinery/conveyor/proc/setmove()
if(operating == 1)
movedir = forwards
@@ -78,6 +80,14 @@
// attack with item, place item on conveyor
/obj/machinery/conveyor/attackby(var/obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/crowbar))
if(!(stat & BROKEN))
var/obj/item/conveyor_construct/C = new/obj/item/conveyor_construct(src.loc)
C.id = id
transfer_fingerprints_to(C)
user << "<span class='notice'>You remove the conveyor belt.</span>"
qdel(src)
return
if(isrobot(user)) return //Carn: fix for borgs dropping their modules on conveyor belts
if(I.loc != user) return // This should stop mounted modules ending up outside the module.
@@ -162,8 +172,10 @@
/obj/machinery/conveyor_switch/New()
..()
/obj/machinery/conveyor_switch/New(loc, newid)
..(loc)
if(!id)
id = newid
update()
spawn(5) // allow map load
@@ -221,6 +233,15 @@
S.position = position
S.update()
/obj/machinery/conveyor_switch/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/crowbar))
var/obj/item/conveyor_switch_construct/C = new/obj/item/conveyor_switch_construct(src.loc)
C.id = id
transfer_fingerprints_to(C)
user << "<span class='notice'>You deattach the conveyor switch.</span>"
qdel(src)
/obj/machinery/conveyor_switch/oneway
var/convdir = 1 //Set to 1 or -1 depending on which way you want the convayor to go. (In other words keep at 1 and set the proper dir on the belts.)
desc = "A conveyor control switch. It appears to only go in one direction."
@@ -240,3 +261,67 @@
if(S.id == src.id)
S.position = position
S.update()
//
// CONVEYOR CONSTRUCTION STARTS HERE
//
/obj/item/conveyor_construct
icon = 'icons/obj/recycling.dmi'
icon_state = "conveyor0"
name = "conveyor belt assembly"
desc = "A conveyor belt assembly."
w_class = 4
var/id = "" //inherited by the belt
/obj/item/conveyor_construct/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/conveyor_switch_construct))
user << "<span class='notice'>You link the switch to the conveyor belt assembly.</span>"
var/obj/item/conveyor_switch_construct/C = I
id = C.id
/obj/item/conveyor_construct/afterattack(atom/A, mob/user, proximity)
if(!proximity || !istype(A, /turf/simulated/floor) || istype(A, /area/shuttle) || user.incapacitated())
return
var/cdir = get_dir(A, user)
if(!(cdir in cardinal) || A == user.loc)
return
for(var/obj/machinery/conveyor/CB in A)
if(CB.dir == cdir || CB.dir == turn(cdir,180))
return
cdir |= CB.dir
qdel(CB)
var/obj/machinery/conveyor/C = new/obj/machinery/conveyor(A,cdir)
C.id = id
transfer_fingerprints_to(C)
qdel(src)
/obj/item/conveyor_switch_construct
name = "conveyor switch assembly"
desc = "A conveyor control switch assembly."
icon = 'icons/obj/recycling.dmi'
icon_state = "switch-off"
w_class = 4
var/id = "" //inherited by the switch
/obj/item/conveyor_switch_construct/New()
..()
id = rand() //this couldn't possibly go wrong
/obj/item/conveyor_switch_construct/afterattack(atom/A, mob/user, proximity)
if(!proximity || !istype(A, /turf/simulated/floor) || istype(A, /area/shuttle) || user.incapacitated())
return
var/found = 0
for(var/obj/machinery/conveyor/C in view())
if(C.id == src.id)
found = 1
break
if(!found)
user << "\icon[src]<span class=notice>The conveyor switch did not detect any linked conveyor belts in range.</span>"
return
var/obj/machinery/conveyor_switch/NC = new/obj/machinery/conveyor_switch(A, id)
transfer_fingerprints_to(NC)
qdel(src)
+360 -354
View File
@@ -14,101 +14,101 @@
var/label_x
var/tag_x
attack_hand(mob/user as mob)
unwrap()
/obj/structure/bigDelivery/attack_hand(mob/user as mob)
unwrap()
proc/unwrap()
if(wrapped) //sometimes items can disappear. For example, bombs. --rastaf0
wrapped.loc = (get_turf(src.loc))
if(istype(wrapped, /obj/structure/closet))
var/obj/structure/closet/O = wrapped
O.welded = 0
qdel(src)
/obj/structure/bigDelivery/proc/unwrap()
if(wrapped) //sometimes items can disappear. For example, bombs. --rastaf0
wrapped.forceMove(get_turf(src.loc))
if(istype(wrapped, /obj/structure/closet))
var/obj/structure/closet/O = wrapped
O.welded = 0
qdel(src)
attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/device/destTagger))
var/obj/item/device/destTagger/O = W
if(O.currTag)
if(src.sortTag != O.currTag)
user << "<span class='notice'>You have labeled the destination as [O.currTag].</span>"
if(!src.sortTag)
src.sortTag = O.currTag
update_icon()
else
src.sortTag = O.currTag
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 1)
/obj/structure/bigDelivery/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/device/destTagger))
var/obj/item/device/destTagger/O = W
if(O.currTag)
if(src.sortTag != O.currTag)
user << "<span class='notice'>You have labeled the destination as [O.currTag].</span>"
if(!src.sortTag)
src.sortTag = O.currTag
update_icon()
else
user << "<span class='warning'>The package is already labeled for [O.currTag].</span>"
src.sortTag = O.currTag
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 1)
else
user << "<span class='warning'>You need to set a destination first!</span>"
user << "<span class='warning'>The package is already labeled for [O.currTag].</span>"
else
user << "<span class='warning'>You need to set a destination first!</span>"
else if(istype(W, /obj/item/weapon/pen))
switch(alert("What would you like to alter?",,"Title","Description", "Cancel"))
if("Title")
var/str = sanitizeSafe(input(usr,"Label text?","Set label",""), MAX_NAME_LEN)
if(!str || !length(str))
usr << "<span class='warning'> Invalid text.</span>"
return
user.visible_message("\The [user] titles \the [src] with \a [W], marking down: \"[str]\"",\
"<span class='notice'>You title \the [src]: \"[str]\"</span>",\
"You hear someone scribbling a note.")
name = "[name] ([str])"
if(!examtext && !nameset)
nameset = 1
update_icon()
else
nameset = 1
if("Description")
var/str = sanitize(input(usr,"Label text?","Set label",""))
if(!str || !length(str))
usr << "\red Invalid text."
return
if(!examtext && !nameset)
examtext = str
update_icon()
else
examtext = str
user.visible_message("\The [user] labels \the [src] with \a [W], scribbling down: \"[examtext]\"",\
"<span class='notice'>You label \the [src]: \"[examtext]\"</span>",\
"You hear someone scribbling a note.")
return
else if(istype(W, /obj/item/weapon/pen))
switch(alert("What would you like to alter?",,"Title","Description", "Cancel"))
if("Title")
var/str = sanitizeSafe(input(usr,"Label text?","Set label",""), MAX_NAME_LEN)
if(!str || !length(str))
usr << "<span class='warning'> Invalid text.</span>"
return
user.visible_message("\The [user] titles \the [src] with \a [W], marking down: \"[str]\"",\
"<span class='notice'>You title \the [src]: \"[str]\"</span>",\
"You hear someone scribbling a note.")
name = "[name] ([str])"
if(!examtext && !nameset)
nameset = 1
update_icon()
else
nameset = 1
if("Description")
var/str = sanitize(input(usr,"Label text?","Set label",""))
if(!str || !length(str))
usr << "\red Invalid text."
return
if(!examtext && !nameset)
examtext = str
update_icon()
else
examtext = str
user.visible_message("\The [user] labels \the [src] with \a [W], scribbling down: \"[examtext]\"",\
"<span class='notice'>You label \the [src]: \"[examtext]\"</span>",\
"You hear someone scribbling a note.")
return
update_icon()
overlays = new()
if(nameset || examtext)
var/image/I = new/image('icons/obj/storage.dmi',"delivery_label")
if(icon_state == "deliverycloset")
I.pixel_x = 2
if(label_y == null)
label_y = rand(-6, 11)
I.pixel_y = label_y
else if(icon_state == "deliverycrate")
if(label_x == null)
label_x = rand(-8, 6)
I.pixel_x = label_x
I.pixel_y = -3
overlays += I
if(src.sortTag)
var/image/I = new/image('icons/obj/storage.dmi',"delivery_tag")
if(icon_state == "deliverycloset")
if(tag_x == null)
tag_x = rand(-2, 3)
I.pixel_x = tag_x
I.pixel_y = 9
else if(icon_state == "deliverycrate")
if(tag_x == null)
tag_x = rand(-8, 6)
I.pixel_x = tag_x
I.pixel_y = -3
overlays += I
/obj/structure/bigDelivery/update_icon()
overlays = new()
if(nameset || examtext)
var/image/I = new/image('icons/obj/storage.dmi',"delivery_label")
if(icon_state == "deliverycloset")
I.pixel_x = 2
if(label_y == null)
label_y = rand(-6, 11)
I.pixel_y = label_y
else if(icon_state == "deliverycrate")
if(label_x == null)
label_x = rand(-8, 6)
I.pixel_x = label_x
I.pixel_y = -3
overlays += I
if(src.sortTag)
var/image/I = new/image('icons/obj/storage.dmi',"delivery_tag")
if(icon_state == "deliverycloset")
if(tag_x == null)
tag_x = rand(-2, 3)
I.pixel_x = tag_x
I.pixel_y = 9
else if(icon_state == "deliverycrate")
if(tag_x == null)
tag_x = rand(-8, 6)
I.pixel_x = tag_x
I.pixel_y = -3
overlays += I
examine(mob/user)
if(..(user, 4))
if(sortTag)
user << "<span class='notice'>It is labeled \"[sortTag]\"</span>"
if(examtext)
user << "<span class='notice'>It has a note attached which reads, \"[examtext]\"</span>"
return
/obj/structure/bigDelivery/examine(mob/user)
if(..(user, 4))
if(sortTag)
user << "<span class='notice'>It is labeled \"[sortTag]\"</span>"
if(examtext)
user << "<span class='notice'>It has a note attached which reads, \"[examtext]\"</span>"
return
/obj/item/smallDelivery
desc = "A small wrapped package."
@@ -121,98 +121,98 @@
var/nameset = 0
var/tag_x
attack_self(mob/user as mob)
if (src.wrapped) //sometimes items can disappear. For example, bombs. --rastaf0
wrapped.loc = user.loc
if(ishuman(user))
user.put_in_hands(wrapped)
else
wrapped.loc = get_turf(src)
/obj/item/smallDelivery/attack_self(mob/user as mob)
if (src.wrapped) //sometimes items can disappear. For example, bombs. --rastaf0
wrapped.forceMove(user.loc)
if(ishuman(user))
user.put_in_hands(wrapped)
else
wrapped.forceMove(get_turf(src))
qdel(src)
return
qdel(src)
return
attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/device/destTagger))
var/obj/item/device/destTagger/O = W
if(O.currTag)
if(src.sortTag != O.currTag)
user << "<span class='notice'>You have labeled the destination as [O.currTag].</span>"
if(!src.sortTag)
src.sortTag = O.currTag
update_icon()
else
src.sortTag = O.currTag
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 1)
/obj/item/smallDelivery/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/device/destTagger))
var/obj/item/device/destTagger/O = W
if(O.currTag)
if(src.sortTag != O.currTag)
user << "<span class='notice'>You have labeled the destination as [O.currTag].</span>"
if(!src.sortTag)
src.sortTag = O.currTag
update_icon()
else
user << "<span class='warning'>The package is already labeled for [O.currTag].</span>"
src.sortTag = O.currTag
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 1)
else
user << "<span class='warning'>You need to set a destination first!</span>"
user << "<span class='warning'>The package is already labeled for [O.currTag].</span>"
else
user << "<span class='warning'>You need to set a destination first!</span>"
else if(istype(W, /obj/item/weapon/pen))
switch(alert("What would you like to alter?",,"Title","Description", "Cancel"))
if("Title")
var/str = sanitizeSafe(input(usr,"Label text?","Set label",""), MAX_NAME_LEN)
if(!str || !length(str))
usr << "<span class='warning'> Invalid text.</span>"
return
user.visible_message("\The [user] titles \the [src] with \a [W], marking down: \"[str]\"",\
"<span class='notice'>You title \the [src]: \"[str]\"</span>",\
"You hear someone scribbling a note.")
name = "[name] ([str])"
if(!examtext && !nameset)
nameset = 1
update_icon()
else
nameset = 1
else if(istype(W, /obj/item/weapon/pen))
switch(alert("What would you like to alter?",,"Title","Description", "Cancel"))
if("Title")
var/str = sanitizeSafe(input(usr,"Label text?","Set label",""), MAX_NAME_LEN)
if(!str || !length(str))
usr << "<span class='warning'> Invalid text.</span>"
return
user.visible_message("\The [user] titles \the [src] with \a [W], marking down: \"[str]\"",\
"<span class='notice'>You title \the [src]: \"[str]\"</span>",\
"You hear someone scribbling a note.")
name = "[name] ([str])"
if(!examtext && !nameset)
nameset = 1
update_icon()
else
nameset = 1
if("Description")
var/str = sanitize(input(usr,"Label text?","Set label",""))
if(!str || !length(str))
usr << "\red Invalid text."
return
if(!examtext && !nameset)
examtext = str
update_icon()
else
examtext = str
user.visible_message("\The [user] labels \the [src] with \a [W], scribbling down: \"[examtext]\"",\
"<span class='notice'>You label \the [src]: \"[examtext]\"</span>",\
"You hear someone scribbling a note.")
return
if("Description")
var/str = sanitize(input(usr,"Label text?","Set label",""))
if(!str || !length(str))
usr << "\red Invalid text."
return
if(!examtext && !nameset)
examtext = str
update_icon()
else
examtext = str
user.visible_message("\The [user] labels \the [src] with \a [W], scribbling down: \"[examtext]\"",\
"<span class='notice'>You label \the [src]: \"[examtext]\"</span>",\
"You hear someone scribbling a note.")
return
update_icon()
overlays = new()
if((nameset || examtext) && icon_state != "deliverycrate1")
var/image/I = new/image('icons/obj/storage.dmi',"delivery_label")
if(icon_state == "deliverycrate5")
I.pixel_y = -1
overlays += I
if(src.sortTag)
var/image/I = new/image('icons/obj/storage.dmi',"delivery_tag")
switch(icon_state)
if("deliverycrate1")
I.pixel_y = -5
if("deliverycrate2")
I.pixel_y = -2
if("deliverycrate3")
I.pixel_y = 0
if("deliverycrate4")
if(tag_x == null)
tag_x = rand(0,5)
I.pixel_x = tag_x
I.pixel_y = 3
if("deliverycrate5")
I.pixel_y = -3
overlays += I
/obj/item/smallDelivery/update_icon()
overlays = new()
if((nameset || examtext) && icon_state != "deliverycrate1")
var/image/I = new/image('icons/obj/storage.dmi',"delivery_label")
if(icon_state == "deliverycrate5")
I.pixel_y = -1
overlays += I
if(src.sortTag)
var/image/I = new/image('icons/obj/storage.dmi',"delivery_tag")
switch(icon_state)
if("deliverycrate1")
I.pixel_y = -5
if("deliverycrate2")
I.pixel_y = -2
if("deliverycrate3")
I.pixel_y = 0
if("deliverycrate4")
if(tag_x == null)
tag_x = rand(0,5)
I.pixel_x = tag_x
I.pixel_y = 3
if("deliverycrate5")
I.pixel_y = -3
overlays += I
examine(mob/user)
if(..(user, 4))
if(sortTag)
user << "<span class='notice'>It is labeled \"[sortTag]\"</span>"
if(examtext)
user << "<span class='notice'>It has a note attached which reads, \"[examtext]\"</span>"
return
/obj/item/smallDelivery/examine(mob/user)
if(..(user, 4))
if(sortTag)
user << "<span class='notice'>It is labeled \"[sortTag]\"</span>"
if(examtext)
user << "<span class='notice'>It has a note attached which reads, \"[examtext]\"</span>"
return
/obj/item/weapon/packageWrap
name = "package wrapper"
@@ -222,92 +222,92 @@
var/amount = 25.0
afterattack(var/obj/target as obj, mob/user as mob, proximity)
if(!proximity) return
if(!istype(target)) //this really shouldn't be necessary (but it is). -Pete
return
if(istype(target, /obj/item/smallDelivery) || istype(target,/obj/structure/bigDelivery) \
|| istype(target, /obj/item/weapon/gift) || istype(target, /obj/item/weapon/evidencebag))
return
if(target.anchored)
return
if(target in user)
return
if(user in target) //no wrapping closets that you are inside - it's not physically possible
return
user.attack_log += text("\[[time_stamp()]\] <font color='blue'>Has used [src.name] on \ref[target]</font>")
if (istype(target, /obj/item) && !(istype(target, /obj/item/weapon/storage) && !istype(target,/obj/item/weapon/storage/box)))
var/obj/item/O = target
if (src.amount > 1)
var/obj/item/smallDelivery/P = new /obj/item/smallDelivery(get_turf(O.loc)) //Aaannd wrap it up!
if(!istype(O.loc, /turf))
if(user.client)
user.client.screen -= O
P.wrapped = O
O.loc = P
var/i = round(O.w_class)
if(i in list(1,2,3,4,5))
P.icon_state = "deliverycrate[i]"
switch(i)
if(1) P.name = "tiny parcel"
if(3) P.name = "normal-sized parcel"
if(4) P.name = "large parcel"
if(5) P.name = "huge parcel"
if(i < 1)
P.icon_state = "deliverycrate1"
P.name = "tiny parcel"
if(i > 5)
P.icon_state = "deliverycrate5"
P.name = "huge parcel"
P.add_fingerprint(usr)
O.add_fingerprint(usr)
src.add_fingerprint(usr)
src.amount -= 1
user.visible_message("\The [user] wraps \a [target] with \a [src].",\
"<span class='notice'>You wrap \the [target], leaving [amount] units of paper on \the [src].</span>",\
"You hear someone taping paper around a small object.")
else if (istype(target, /obj/structure/closet/crate))
var/obj/structure/closet/crate/O = target
if (src.amount > 3 && !O.opened)
var/obj/structure/bigDelivery/P = new /obj/structure/bigDelivery(get_turf(O.loc))
P.icon_state = "deliverycrate"
P.wrapped = O
O.loc = P
src.amount -= 3
user.visible_message("\The [user] wraps \a [target] with \a [src].",\
"<span class='notice'>You wrap \the [target], leaving [amount] units of paper on \the [src].</span>",\
"You hear someone taping paper around a large object.")
else if(src.amount < 3)
user << "<span class='warning'>You need more paper.</span>"
else if (istype (target, /obj/structure/closet))
var/obj/structure/closet/O = target
if (src.amount > 3 && !O.opened)
var/obj/structure/bigDelivery/P = new /obj/structure/bigDelivery(get_turf(O.loc))
P.wrapped = O
O.welded = 1
O.loc = P
src.amount -= 3
user.visible_message("\The [user] wraps \a [target] with \a [src].",\
"<span class='notice'>You wrap \the [target], leaving [amount] units of paper on \the [src].</span>",\
"You hear someone taping paper around a large object.")
else if(src.amount < 3)
user << "<span class='warning'>You need more paper.</span>"
else
user << "\blue The object you are trying to wrap is unsuitable for the sorting machinery!"
if (src.amount <= 0)
new /obj/item/weapon/c_tube( src.loc )
qdel(src)
return
/obj/item/weapon/packageWrap/afterattack(var/obj/target as obj, mob/user as mob, proximity)
if(!proximity) return
if(!istype(target)) //this really shouldn't be necessary (but it is). -Pete
return
if(istype(target, /obj/item/smallDelivery) || istype(target,/obj/structure/bigDelivery) \
|| istype(target, /obj/item/weapon/gift) || istype(target, /obj/item/weapon/evidencebag))
return
if(target.anchored)
return
if(target in user)
return
if(user in target) //no wrapping closets that you are inside - it's not physically possible
return
examine(mob/user)
if(..(user, 0))
user << "\blue There are [amount] units of package wrap left!"
user.attack_log += text("\[[time_stamp()]\] <font color='blue'>Has used [src.name] on \ref[target]</font>")
if (istype(target, /obj/item) && !(istype(target, /obj/item/weapon/storage) && !istype(target,/obj/item/weapon/storage/box)))
var/obj/item/O = target
if (src.amount > 1)
var/obj/item/smallDelivery/P = new /obj/item/smallDelivery(get_turf(O.loc)) //Aaannd wrap it up!
if(!istype(O.loc, /turf))
if(user.client)
user.client.screen -= O
P.wrapped = O
O.forceMove(P)
var/i = round(O.w_class)
if(i in list(1,2,3,4,5))
P.icon_state = "deliverycrate[i]"
switch(i)
if(1) P.name = "tiny parcel"
if(3) P.name = "normal-sized parcel"
if(4) P.name = "large parcel"
if(5) P.name = "huge parcel"
if(i < 1)
P.icon_state = "deliverycrate1"
P.name = "tiny parcel"
if(i > 5)
P.icon_state = "deliverycrate5"
P.name = "huge parcel"
P.add_fingerprint(usr)
O.add_fingerprint(usr)
src.add_fingerprint(usr)
src.amount -= 1
user.visible_message("\The [user] wraps \a [target] with \a [src].",\
"<span class='notice'>You wrap \the [target], leaving [amount] units of paper on \the [src].</span>",\
"You hear someone taping paper around a small object.")
else if (istype(target, /obj/structure/closet/crate))
var/obj/structure/closet/crate/O = target
if (src.amount > 3 && !O.opened)
var/obj/structure/bigDelivery/P = new /obj/structure/bigDelivery(get_turf(O.loc))
P.icon_state = "deliverycrate"
P.wrapped = O
O.forceMove(P)
src.amount -= 3
user.visible_message("\The [user] wraps \a [target] with \a [src].",\
"<span class='notice'>You wrap \the [target], leaving [amount] units of paper on \the [src].</span>",\
"You hear someone taping paper around a large object.")
else if(src.amount < 3)
user << "<span class='warning'>You need more paper.</span>"
else if (istype (target, /obj/structure/closet))
var/obj/structure/closet/O = target
if (src.amount > 3 && !O.opened)
var/obj/structure/bigDelivery/P = new /obj/structure/bigDelivery(get_turf(O.loc))
P.wrapped = O
O.welded = 1
O.forceMove(P)
src.amount -= 3
user.visible_message("\The [user] wraps \a [target] with \a [src].",\
"<span class='notice'>You wrap \the [target], leaving [amount] units of paper on \the [src].</span>",\
"You hear someone taping paper around a large object.")
else if(src.amount < 3)
user << "<span class='warning'>You need more paper.</span>"
else
user << "\blue The object you are trying to wrap is unsuitable for the sorting machinery!"
if (src.amount <= 0)
new /obj/item/weapon/c_tube( src.loc )
qdel(src)
return
return
/obj/item/weapon/packageWrap/examine(mob/user)
if(..(user, 0))
user << "\blue There are [amount] units of package wrap left!"
return
/obj/structure/bigDelivery/Destroy()
if(wrapped) //sometimes items can disappear. For example, bombs. --rastaf0
@@ -331,30 +331,36 @@
flags = CONDUCT
slot_flags = SLOT_BELT
proc/openwindow(mob/user as mob)
var/dat = "<tt><center><h1><b>TagMaster 2.3</b></h1></center>"
/obj/item/device/destTagger/proc/openwindow(mob/user as mob)
var/dat = "<tt><center><h1><b>TagMaster 2.3</b></h1></center>"
dat += "<table style='width:100%; padding:4px;'><tr>"
for(var/i = 1, i <= tagger_locations.len, i++)
dat += "<td><a href='?src=\ref[src];nextTag=[tagger_locations[i]]'>[tagger_locations[i]]</a></td>"
dat += "<table style='width:100%; padding:4px;'><tr>"
for(var/i = 1, i <= tagger_locations.len, i++)
dat += "<td><a href='?src=\ref[src];nextTag=[tagger_locations[i]]'>[tagger_locations[i]]</a></td>"
if (i%4==0)
dat += "</tr><tr>"
if (i%4==0)
dat += "</tr><tr>"
dat += "</tr></table><br>Current Selection: [currTag ? currTag : "None"]</tt>"
dat += "</tr></table><br>Current Selection: [currTag ? currTag : "None"]</tt>"
dat += "<br><a href='?src=\ref[src];nextTag=CUSTOM'>Enter custom location.</a>"
user << browse(dat, "window=destTagScreen;size=450x375")
onclose(user, "destTagScreen")
user << browse(dat, "window=destTagScreen;size=450x350")
onclose(user, "destTagScreen")
/obj/item/device/destTagger/attack_self(mob/user as mob)
openwindow(user)
return
attack_self(mob/user as mob)
openwindow(user)
return
Topic(href, href_list)
src.add_fingerprint(usr)
if(href_list["nextTag"] && href_list["nextTag"] in tagger_locations)
src.currTag = href_list["nextTag"]
openwindow(usr)
/obj/item/device/destTagger/Topic(href, href_list)
src.add_fingerprint(usr)
if(href_list["nextTag"] && href_list["nextTag"] in tagger_locations)
src.currTag = href_list["nextTag"]
if(href_list["nextTag"] == "CUSTOM")
var/dest = input("Please enter custom location.", "Location", src.currTag ? src.currTag : "None")
if(dest != "None")
src.currTag = dest
else
src.currTag = 0
openwindow(usr)
/obj/machinery/disposal/deliveryChute
name = "Delivery chute"
@@ -364,94 +370,94 @@
var/c_mode = 0
New()
..()
spawn(5)
trunk = locate() in src.loc
if(trunk)
trunk.linked = src // link the pipe trunk to self
/obj/machinery/disposal/deliveryChute/New()
..()
spawn(5)
trunk = locate() in src.loc
if(trunk)
trunk.linked = src // link the pipe trunk to self
interact()
return
/obj/machinery/disposal/deliveryChute/interact()
return
/obj/machinery/disposal/deliveryChute/update()
return
/obj/machinery/disposal/deliveryChute/Bumped(var/atom/movable/AM) //Go straight into the chute
if(istype(AM, /obj/item/projectile) || istype(AM, /obj/effect)) return
switch(dir)
if(NORTH)
if(AM.loc.y != src.loc.y+1) return
if(EAST)
if(AM.loc.x != src.loc.x+1) return
if(SOUTH)
if(AM.loc.y != src.loc.y-1) return
if(WEST)
if(AM.loc.x != src.loc.x-1) return
if(istype(AM, /obj))
var/obj/O = AM
O.forceMove(src)
else if(istype(AM, /mob))
var/mob/M = AM
M.forceMove(src)
src.flush()
/obj/machinery/disposal/deliveryChute/flush()
flushing = 1
flick("intake-closing", src)
var/obj/structure/disposalholder/H = new() // virtual holder object which actually
// travels through the pipes.
air_contents = new() // new empty gas resv.
sleep(10)
playsound(src, 'sound/machines/disposalflush.ogg', 50, 0, 0)
sleep(5) // wait for animation to finish
H.init(src) // copy the contents of disposer to holder
H.start(src) // start the holder processing movement
flushing = 0
// now reset disposal state
flush = 0
if(mode == 2) // if was ready,
mode = 1 // switch to charging
update()
return
/obj/machinery/disposal/deliveryChute/attackby(var/obj/item/I, var/mob/user)
if(!I || !user)
return
Bumped(var/atom/movable/AM) //Go straight into the chute
if(istype(AM, /obj/item/projectile) || istype(AM, /obj/effect)) return
switch(dir)
if(NORTH)
if(AM.loc.y != src.loc.y+1) return
if(EAST)
if(AM.loc.x != src.loc.x+1) return
if(SOUTH)
if(AM.loc.y != src.loc.y-1) return
if(WEST)
if(AM.loc.x != src.loc.x-1) return
if(istype(AM, /obj))
var/obj/O = AM
O.loc = src
else if(istype(AM, /mob))
var/mob/M = AM
M.loc = src
src.flush()
flush()
flushing = 1
flick("intake-closing", src)
var/obj/structure/disposalholder/H = new() // virtual holder object which actually
// travels through the pipes.
air_contents = new() // new empty gas resv.
sleep(10)
playsound(src, 'sound/machines/disposalflush.ogg', 50, 0, 0)
sleep(5) // wait for animation to finish
H.init(src) // copy the contents of disposer to holder
H.start(src) // start the holder processing movement
flushing = 0
// now reset disposal state
flush = 0
if(mode == 2) // if was ready,
mode = 1 // switch to charging
update()
return
attackby(var/obj/item/I, var/mob/user)
if(!I || !user)
if(istype(I, /obj/item/weapon/screwdriver))
if(c_mode==0)
c_mode=1
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "You remove the screws around the power connection."
return
if(istype(I, /obj/item/weapon/screwdriver))
if(c_mode==0)
c_mode=1
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "You remove the screws around the power connection."
return
else if(c_mode==1)
c_mode=0
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "You attach the screws around the power connection."
return
else if(istype(I,/obj/item/weapon/weldingtool) && c_mode==1)
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
else if(c_mode==1)
c_mode=0
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "You attach the screws around the power connection."
return
else if(istype(I,/obj/item/weapon/weldingtool) && c_mode==1)
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(1,user))
user << "You start slicing the floorweld off the delivery chute."
if(do_after(user,20))
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
user << "You start slicing the floorweld off the delivery chute."
if(do_after(user,20))
if(!src || !W.isOn()) return
user << "You sliced the floorweld off the delivery chute."
var/obj/structure/disposalconstruct/C = new (src.loc)
C.ptype = 8 // 8 = Delivery chute
C.update()
C.anchored = 1
C.density = 1
qdel(src)
return
else
user << "You need more welding fuel to complete this task."
return
if(!src || !W.isOn()) return
user << "You sliced the floorweld off the delivery chute."
var/obj/structure/disposalconstruct/C = new (src.loc)
C.ptype = 8 // 8 = Delivery chute
C.update()
C.anchored = 1
C.density = 1
qdel(src)
return
else
user << "You need more welding fuel to complete this task."
return
/obj/machinery/disposal/deliveryChute/Destroy()
if(trunk)