/////////////////////////////// //CABLE STRUCTURE /////////////////////////////// //////////////////////////////// // Definitions //////////////////////////////// /* Cable directions (d1 and d2) > 9 1 5 > \ | / > 8 - 0 - 4 > / | \ > 10 2 6 If d1 = 0 and d2 = 0, there's no cable If d1 = 0 and d2 = dir, it's a O-X cable, getting from the center of the tile to dir (knot cable) If d1 = dir1 and d2 = dir2, it's a full X-X cable, getting from dir1 to dir2 By design, d1 is the smallest direction and d2 is the highest */ var/list/possible_cable_coil_colours = list( "Yellow" = COLOR_YELLOW, "Green" = COLOR_LIME, "Pink" = COLOR_PINK, "Blue" = COLOR_BLUE, "Orange" = COLOR_ORANGE, "Cyan" = COLOR_CYAN, "Red" = COLOR_RED ) /obj/structure/cable level = 1 anchored =1 var/datum/powernet/powernet name = "power cable" desc = "A flexible superconducting cable for heavy-duty power transfer" icon = 'icons/obj/power_cond_white.dmi' icon_state = "0-1" var/d1 = 0 var/d2 = 1 layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4 color = COLOR_RED var/obj/machinery/power/breakerbox/breaker_box /obj/structure/cable/drain_power(var/drain_check, var/surge, var/amount = 0) if(drain_check) return 1 var/datum/powernet/PN = powernet if(!PN) return 0 return PN.draw_power(amount) /obj/structure/cable/yellow color = COLOR_YELLOW /obj/structure/cable/green color = COLOR_LIME /obj/structure/cable/blue color = COLOR_BLUE /obj/structure/cable/pink color = COLOR_PINK /obj/structure/cable/orange color = COLOR_ORANGE /obj/structure/cable/cyan color = COLOR_CYAN /obj/structure/cable/white color = COLOR_WHITE /obj/structure/cable/Initialize() . = ..() // ensure d1 & d2 reflect the icon_state for entering and exiting cable var/dash = findtext(icon_state, "-") d1 = text2num( copytext( icon_state, 1, dash ) ) d2 = text2num( copytext( icon_state, dash+1 ) ) var/turf/T = src.loc // hide if turf is not intact if(level == 1 && !T.is_hole) hide(!T.is_plating()) SSpower.all_cables += src //add it to the global cable list /obj/structure/cable/Destroy() // called when a cable is deleted if(powernet) cut_cable_from_powernet() // update the powernets SSpower.all_cables -= src //remove it from global cable list return ..() // then go ahead and delete the cable /////////////////////////////////// // General procedures /////////////////////////////////// //If underfloor, hide the cable /obj/structure/cable/hide(var/i) if(istype(loc, /turf)) invisibility = i ? 101 : 0 updateicon() /obj/structure/cable/hides_under_flooring() return 1 /obj/structure/cable/proc/updateicon() icon_state = "[d1]-[d2]" alpha = invisibility ? 127 : 255 //Telekinesis has no effect on a cable /obj/structure/cable/attack_tk(mob/user) return // Items usable on a cable : // - Wirecutters : cut it duh ! // - Cable coil : merge cables // - Multitool : get the power currently passing through the cable // /obj/structure/cable/attackby(obj/item/W, mob/user) var/turf/T = src.loc if(!T.can_have_cabling()) return if(W.iswirecutter() || (W.sharp || W.edge)) if(!W.iswirecutter()) if(user.a_intent != I_HELP) return if(W.flags & CONDUCT) shock(user, 50, 0.7) if(d1 == 12 || d2 == 12) to_chat(user, "You must cut this cable from above.") return if(breaker_box) to_chat(user, "This cable is connected to nearby breaker box. Use breaker box to interact with it.") return if (shock(user, 50)) return if(src.d1) // 0-X cables are 1 unit, X-X cables are 2 units long new/obj/item/stack/cable_coil(T, 2, color) else new/obj/item/stack/cable_coil(T, 1, color) for(var/mob/O in viewers(src, null)) O.show_message("[user] cuts the cable.", 1) if(d1 == 11 || d2 == 11) var/turf/turf = GetBelow(src) if(turf) for(var/obj/structure/cable/c in turf) if(c.d1 == 12 || c.d2 == 12) qdel(c) investigate_log("was cut by [key_name(usr, usr.client)] in [user.loc.loc]","wires") qdel(src) return else if(W.iscoil()) var/obj/item/stack/cable_coil/coil = W if (coil.get_amount() < 1) to_chat(user, "Not enough cable") return coil.cable_join(src, user) else if(W.ismultitool()) if(powernet && (powernet.avail > 0)) // is it powered? to_chat(user, "[powernet.avail]W in power network.") else to_chat(user, "The cable is not powered.") shock(user, 5, 0.2) src.add_fingerprint(user) // shock the user with probability prb /obj/structure/cable/proc/shock(mob/user, prb, var/siemens_coeff = 1.0) if(!prob(prb)) return 0 if (electrocute_mob(user, powernet, src, siemens_coeff)) spark(src, 5, alldirs) if(usr.stunned) return 1 return 0 /obj/structure/cable/attack_generic(var/mob/user) //Let those rats (and other small things) nibble the cables if (issmall(user) && !isDrone(user)) to_chat(user, span("danger","You bite into \the [src].")) if(powernet && powernet.avail > 100) //100W should be sufficient to grill a rat spark(src) user.dust() ..() /obj/structure/cable/shuttle_move(turf/loc) ..() SSmachinery.powernet_update_queued = TRUE //explosion handling /obj/structure/cable/ex_act(severity) switch(severity) if(1.0) qdel(src) if(2.0) if (prob(50)) new/obj/item/stack/cable_coil(src.loc, src.d1 ? 2 : 1, color) qdel(src) if(3.0) if (prob(25)) new/obj/item/stack/cable_coil(src.loc, src.d1 ? 2 : 1, color) qdel(src) return obj/structure/cable/proc/cableColor(var/colorC) var/color_n = "#DD0000" if(colorC) color_n = colorC color = color_n ///////////////////////////////////////////////// // Cable laying helpers //////////////////////////////////////////////// //handles merging diagonally matching cables //for info : direction^3 is flipping horizontally, direction^12 is flipping vertically /obj/structure/cable/proc/mergeDiagonalsNetworks(var/direction) //search for and merge diagonally matching cables from the first direction component (north/south) var/turf/T = get_step(src, direction&3)//go north/south for(var/obj/structure/cable/C in T) if(!C) continue if(src == C) continue if(C.d1 == (direction^3) || C.d2 == (direction^3)) //we've got a diagonally matching cable if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables) var/datum/powernet/newPN = new() newPN.add_cable(C) if(powernet) //if we already have a powernet, then merge the two powernets merge_powernets(powernet,C.powernet) else C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet //the same from the second direction component (east/west) T = get_step(src, direction&12)//go east/west for(var/obj/structure/cable/C in T) if(!C) continue if(src == C) continue if(C.d1 == (direction^12) || C.d2 == (direction^12)) //we've got a diagonally matching cable if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables) var/datum/powernet/newPN = new() newPN.add_cable(C) if(powernet) //if we already have a powernet, then merge the two powernets merge_powernets(powernet,C.powernet) else C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet // merge with the powernets of power objects in the given direction /obj/structure/cable/proc/mergeConnectedNetworks(var/direction) var/fdir = (!direction)? 0 : turn(direction, 180) //flip the direction, to match with the source position on its turf if(!(d1 == direction || d2 == direction)) //if the cable is not pointed in this direction, do nothing return var/turf/TB = get_step(src, direction) for(var/obj/structure/cable/C in TB) if(!C) continue if(src == C) continue if(C.d1 == fdir || C.d2 == fdir) //we've got a matching cable in the neighbor turf if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables) var/datum/powernet/newPN = new() newPN.add_cable(C) if(powernet) //if we already have a powernet, then merge the two powernets merge_powernets(powernet,C.powernet) else C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet // merge with the powernets of power objects in the source turf /obj/structure/cable/proc/mergeConnectedNetworksOnTurf() var/list/to_connect = list() if(!powernet) //if we somehow have no powernet, make one (should not happen for cables) var/datum/powernet/newPN = new() newPN.add_cable(src) //first let's add turf cables to our powernet //then we'll connect machines on turf with a node cable is present for(var/AM in loc) if(istype(AM,/obj/structure/cable)) var/obj/structure/cable/C = AM if(C.d1 == d1 || C.d2 == d1 || C.d1 == d2 || C.d2 == d2) //only connected if they have a common direction if(C.powernet == powernet) continue if(C.powernet) merge_powernets(powernet, C.powernet) else powernet.add_cable(C) //the cable was powernetless, let's just add it to our powernet else if(istype(AM,/obj/machinery/power/apc)) var/obj/machinery/power/apc/N = AM if(!N.terminal) continue // APC are connected through their terminal if(N.terminal.powernet == powernet) continue to_connect += N.terminal //we'll connect the machines after all cables are merged else if(istype(AM,/obj/machinery/power)) //other power machines var/obj/machinery/power/M = AM if(M.powernet == powernet) continue to_connect += M //we'll connect the machines after all cables are merged //now that cables are done, let's connect found machines for(var/obj/machinery/power/PM in to_connect) if(!PM.connect_to_network()) PM.disconnect_from_network() //if we somehow can't connect the machine to the new powernet, remove it from the old nonetheless ////////////////////////////////////////////// // Powernets handling helpers ////////////////////////////////////////////// //if powernetless_only = 1, will only get connections without powernet /obj/structure/cable/proc/get_connections(var/powernetless_only = 0) . = list() // this will be a list of all connected power objects var/turf/T // Handle up/down cables if(d1 == 11 || d2 == 11) T = GetBelow(src) if(T) . += power_list(T, src, 12, powernetless_only) if(d1 == 12 || d2 == 12) T = GetAbove(src) if(T) . += power_list(T, src, 11, powernetless_only) // Handle standard cables in adjacent turfs for(var/cable_dir in list(d1, d2)) if(cable_dir == 11 || cable_dir == 12 || cable_dir == 0) continue var/reverse = reverse_dir[cable_dir] T = get_step(src, cable_dir) if(T) for(var/obj/structure/cable/C in T) if((C.d1 && C.d1 == reverse) || (C.d2 && C.d2 == reverse)) . += C if(cable_dir & (cable_dir - 1)) // Diagonal, check for /\/\/\ style cables along cardinal directions for(var/pair in list(NORTH|SOUTH, EAST|WEST)) T = get_step(src, cable_dir & pair) if(T) var/req_dir = cable_dir ^ pair for(var/obj/structure/cable/C in T) if((C.d1 && C.d1 == req_dir) || (C.d2 && C.d2 == req_dir)) . += C // Handle cables on the same turf as us for(var/obj/structure/cable/C in loc) if(C.d1 == d1 || C.d2 == d1 || C.d1 == d2 || C.d2 == d2) // if either of C's d1 and d2 match either of ours . += C if(d1 == 0) for(var/obj/machinery/power/P in loc) if(P.powernet == 0) continue // exclude APCs with powernet=0 if(!powernetless_only || !P.powernet) . += P // if the caller asked for powernetless cables only, dump the ones with powernets if(powernetless_only) for(var/obj/structure/cable/C in .) if(C.powernet) . -= C //should be called after placing a cable which extends another cable, creating a "smooth" cable that no longer terminates in the centre of a turf. //needed as this can, unlike other placements, disconnect cables /obj/structure/cable/proc/denode() var/turf/T1 = loc if(!T1) return var/list/powerlist = power_list(T1,src,0,0) //find the other cables that ended in the centre of the turf, with or without a powernet if(powerlist.len>0) var/datum/powernet/PN = new() propagate_network(powerlist[1],PN) //propagates the new powernet beginning at the source cable if(PN.is_empty()) //can happen with machines made nodeless when smoothing cables qdel(PN) // cut the cable's powernet at this cable and updates the powergrid /obj/structure/cable/proc/cut_cable_from_powernet() var/turf/T1 = loc var/list/P_list if(!T1) return if(d1) T1 = get_step(T1, d1) P_list = power_list(T1, src, turn(d1,180),0,cable_only = 1) // what adjacently joins on to cut cable... P_list += power_list(loc, src, d1, 0, cable_only = 1)//... and on turf if(P_list.len == 0)//if nothing in both list, then the cable was a lone cable, just delete it and its powernet powernet.remove_cable(src) for(var/obj/machinery/power/P in T1)//check if it was powering a machine if(!P.connect_to_network()) //can't find a node cable on a the turf to connect to P.disconnect_from_network() //remove from current network (and delete powernet) return // remove the cut cable from its turf and powernet, so that it doesn't get count in propagate_network worklist loc = null powernet.remove_cable(src) //remove the cut cable from its powernet var/datum/powernet/newPN = new()// creates a new powernet... propagate_network(P_list[1], newPN)//... and propagates it to the other side of the cable // Disconnect machines connected to nodes if(d1 == 0) // if we cut a node (O-X) cable for(var/obj/machinery/power/P in T1) if(!P.connect_to_network()) //can't find a node cable on a the turf to connect to P.disconnect_from_network() //remove from current network /////////////////////////////////////////////// // The cable coil object, used for laying cable /////////////////////////////////////////////// //////////////////////////////// // Definitions //////////////////////////////// #define MAXCOIL 30 /obj/item/stack/cable_coil name = "cable coil" icon = 'icons/obj/power.dmi' icon_state = "coil" amount = MAXCOIL max_amount = MAXCOIL color = COLOR_RED desc = "A coil of power cable." throwforce = 10 w_class = 2.0 throw_speed = 2 throw_range = 5 matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) flags = CONDUCT slot_flags = SLOT_BELT item_state = "coil" attack_verb = list("whipped", "lashed", "disciplined", "flogged") stacktype = /obj/item/stack/cable_coil drop_sound = 'sound/items/drop/accessory.ogg' /obj/item/stack/cable_coil/iscoil() return TRUE /obj/item/stack/cable_coil/cyborg name = "cable coil synthesizer" desc = "A device that makes cable." gender = NEUTER matter = null uses_charge = 1 charge_costs = list(1) /obj/item/stack/cable_coil/Initialize(mapload, amt, param_color = null) . = ..(mapload, amt) if (param_color) // It should be red by default, so only recolor it if parameter was specified. color = param_color pixel_x = rand(-2,2) pixel_y = rand(-2,2) update_icon() update_wclass() /////////////////////////////////// // General procedures /////////////////////////////////// //you can use wires to heal robotics /obj/item/stack/cable_coil/afterattack(var/mob/living/M, var/mob/user) if(ishuman(M)) var/mob/living/carbon/human/H = M var/obj/item/organ/external/S = H.organs_by_name[user.zone_sel.selecting] if (!S) return if(!(S.status & ORGAN_ASSISTED) || user.a_intent != I_HELP) return ..() if(M.isSynthetic() && M == user && !(M.get_species() == "Military Frame")) to_chat(user, "You can't repair damage to your own body - it's against OH&S.") return if(S.burn_dam) if(S.burn_dam > ROBOLIMB_SELF_REPAIR_CAP && (S.status & ORGAN_ROBOT)) to_chat(user, "The damage is far too severe to patch over externally.") return S.heal_damage(0,15,0,1) user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) user.visible_message("\The [user] patches some damaged wiring on \the [M]'s [S.name] with \the [src].") else if(S.open != 2) to_chat(user, "Nothing to fix!") else return ..() /obj/item/stack/cable_coil/update_icon() if (!color) color = pick(COLOR_RED, COLOR_BLUE, COLOR_LIME, COLOR_ORANGE, COLOR_WHITE, COLOR_PINK, COLOR_YELLOW, COLOR_CYAN) if(amount == 1) icon_state = "coil1" name = "cable piece" else if(amount == 2) icon_state = "coil2" name = "cable piece" else icon_state = "coil" name = "cable coil" /obj/item/stack/cable_coil/proc/set_cable_color(var/selected_color, var/user) if(!selected_color) return var/final_color = possible_cable_coil_colours[selected_color] if(!final_color) final_color = possible_cable_coil_colours["Red"] selected_color = "red" color = final_color to_chat(user, "You change \the [src]'s color to [lowertext(selected_color)].") /obj/item/stack/cable_coil/proc/update_wclass() if(amount == 1) w_class = 1.0 else w_class = 2.0 /obj/item/stack/cable_coil/examine(mob/user) if(get_dist(src, user) > 1) return if(get_amount() == 1) to_chat(user, "A short piece of power cable.") else if(get_amount() == 2) to_chat(user, "A piece of power cable.") else to_chat(user, "A coil of power cable. There are [get_amount()] lengths of cable in the coil.") /obj/item/stack/cable_coil/verb/make_restraint() set name = "Make Cable Restraints" set category = "Object" var/mob/M = usr if(ishuman(M) && !M.restrained() && !M.stat && !M.paralysis && ! M.stunned) if(!istype(usr.loc,/turf)) return if(src.amount <= 14) to_chat(usr, "You need at least 15 lengths to make restraints!") return var/obj/item/weapon/handcuffs/cable/B = new /obj/item/weapon/handcuffs/cable(usr.loc) B.color = color to_chat(usr, "You wind some cable together to make some restraints.") src.use(15) else to_chat(usr, "You cannot do that.") ..() /obj/item/stack/cable_coil/cyborg/verb/set_colour() set name = "Change Colour" set category = "Object" var/selected_type = input("Pick new colour.", "Cable Colour", null, null) as null|anything in possible_cable_coil_colours set_cable_color(selected_type, usr) // Items usable on a cable coil : // - Wirecutters : cut them duh ! // - Cable coil : merge cables /obj/item/stack/cable_coil/proc/can_merge(var/obj/item/stack/cable_coil/C) return color == C.color /obj/item/stack/cable_coil/cyborg/can_merge() return 1 /obj/item/stack/cable_coil/transfer_to(obj/item/stack/cable_coil/S) if(!istype(S)) return if(!can_merge(S)) return ..() /obj/item/stack/cable_coil/use() . = ..() update_icon() return /obj/item/stack/cable_coil/add() . = ..() update_icon() return /////////////////////////////////////////////// // Cable laying procedures ////////////////////////////////////////////// // called when cable_coil is clicked on a turf/simulated/floor /obj/item/stack/cable_coil/proc/turf_place(turf/F, mob/user) if(!isturf(user.loc)) return if(get_amount() < 1) // Out of cable to_chat(user, "There is no cable left.") return if(get_dist(F,user) > 1) // Too far to_chat(user, "You can't lay cable at a place that far away.") return if (!F.can_lay_cable()) if (istype(F, /turf/simulated/floor)) to_chat(user, "You can't lay cable there unless the floor tiles are removed.") else to_chat(user, "You can't lay cable there unless there is plating or a catwalk.") return else var/dirn if(user.loc == F) dirn = user.dir // if laying on the tile we're on, lay in the direction we're facing else dirn = get_dir(F, user) for(var/obj/structure/cable/LC in F) if((LC.d1 == dirn && LC.d2 == 0 ) || ( LC.d2 == dirn && LC.d1 == 0)) to_chat(user, "There's already a cable at that position.") return ///// Z-Level Stuff // check if the target is open space if(isopenturf(F)) for(var/obj/structure/cable/LC in F) if((LC.d1 == dirn && LC.d2 == 11 ) || ( LC.d2 == dirn && LC.d1 == 11)) to_chat(user, "There's already a cable at that position.") return var/obj/structure/cable/C = new(F) var/obj/structure/cable/D = new(GetBelow(F)) C.cableColor(color) C.d1 = 11 C.d2 = dirn C.add_fingerprint(user) C.updateicon() var/datum/powernet/PN = new() PN.add_cable(C) C.mergeConnectedNetworks(C.d2) C.mergeConnectedNetworksOnTurf() D.cableColor(color) D.d1 = 12 D.d2 = 0 D.add_fingerprint(user) D.updateicon() PN.add_cable(D) D.mergeConnectedNetworksOnTurf() // do the normal stuff else ///// Z-Level Stuff for(var/obj/structure/cable/LC in F) if((LC.d1 == dirn && LC.d2 == 0 ) || ( LC.d2 == dirn && LC.d1 == 0)) to_chat(user, "There's already a cable at that position.") return var/obj/structure/cable/C = new(F) C.cableColor(color) //set up the new cable C.d1 = 0 //it's a O-X node cable C.d2 = dirn C.add_fingerprint(user) C.updateicon() //create a new powernet with the cable, if needed it will be merged later var/datum/powernet/PN = new() PN.add_cable(C) C.mergeConnectedNetworks(C.d2) //merge the powernet with adjacents powernets C.mergeConnectedNetworksOnTurf() //merge the powernet with on turf powernets if(C.d2 & (C.d2 - 1))// if the cable is layed diagonally, check the others 2 possible directions C.mergeDiagonalsNetworks(C.d2) use(1) if (C.shock(user, 50)) if (prob(50)) //fail new/obj/item/stack/cable_coil(C.loc, 1, C.color) qdel(C) // called when cable_coil is click on an installed obj/cable // or click on a turf that already contains a "node" cable /obj/item/stack/cable_coil/proc/cable_join(obj/structure/cable/C, mob/user) var/turf/U = user.loc if(!isturf(U)) return var/turf/T = C.loc if(!isturf(T) || !T.can_have_cabling()) // sanity checks, also stop use interacting with T-scanner revealed cable return if(get_dist(C, user) > 1) // make sure it's close enough to_chat(user, "You can't lay cable at a place that far away.") return if(U == T) //if clicked on the turf we're standing on, try to put a cable in the direction we're facing turf_place(T,user) return var/dirn = get_dir(C, user) // one end of the clicked cable is pointing towards us if(C.d1 == dirn || C.d2 == dirn) if(!T.can_have_cabling()) // can't place a cable if the floor is complete to_chat(user, "You can't lay cable there unless the floor tiles are removed.") return else // cable is pointing at us, we're standing on an open tile // so create a stub pointing at the clicked cable on our tile var/fdirn = turn(dirn, 180) // the opposite direction for(var/obj/structure/cable/LC in U) // check to make sure there's not a cable there already if(LC.d1 == fdirn || LC.d2 == fdirn) to_chat(user, "There's already a cable at that position.") return var/obj/structure/cable/NC = new(U) NC.cableColor(color) NC.d1 = 0 NC.d2 = fdirn NC.add_fingerprint() NC.updateicon() //create a new powernet with the cable, if needed it will be merged later var/datum/powernet/newPN = new() newPN.add_cable(NC) NC.mergeConnectedNetworks(NC.d2) //merge the powernet with adjacents powernets NC.mergeConnectedNetworksOnTurf() //merge the powernet with on turf powernets if(NC.d2 & (NC.d2 - 1))// if the cable is layed diagonally, check the others 2 possible directions NC.mergeDiagonalsNetworks(NC.d2) use(1) if (NC.shock(user, 50)) if (prob(50)) //fail new/obj/item/stack/cable_coil(NC.loc, 1, NC.color) qdel(NC) return // exisiting cable doesn't point at our position, so see if it's a stub else if(C.d1 == 0) // if so, make it a full cable pointing from it's old direction to our dirn var/nd1 = C.d2 // these will be the new directions var/nd2 = dirn if(nd1 > nd2) // swap directions to match icons/states nd1 = dirn nd2 = C.d2 for(var/obj/structure/cable/LC in T) // check to make sure there's no matching cable if(LC == C) // skip the cable we're interacting with continue if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction to_chat(user, "There's already a cable at that position.") return C.cableColor(color) C.d1 = nd1 C.d2 = nd2 C.add_fingerprint() C.updateicon() C.mergeConnectedNetworks(C.d1) //merge the powernets... C.mergeConnectedNetworks(C.d2) //...in the two new cable directions C.mergeConnectedNetworksOnTurf() if(C.d1 & (C.d1 - 1))// if the cable is layed diagonally, check the others 2 possible directions C.mergeDiagonalsNetworks(C.d1) if(C.d2 & (C.d2 - 1))// if the cable is layed diagonally, check the others 2 possible directions C.mergeDiagonalsNetworks(C.d2) use(1) if (C.shock(user, 50)) if (prob(50)) //fail new/obj/item/stack/cable_coil(C.loc, 2, C.color) qdel(C) return C.denode()// this call may have disconnected some cables that terminated on the centre of the turf, if so split the powernets. return ////////////////////////////// // Misc. ///////////////////////////// /obj/item/stack/cable_coil/cut item_state = "coil2" /obj/item/stack/cable_coil/cut/Initialize(mapload) . = ..() src.amount = rand(1,2) pixel_x = rand(-2,2) pixel_y = rand(-2,2) update_icon() update_wclass() /obj/item/stack/cable_coil/yellow color = COLOR_YELLOW /obj/item/stack/cable_coil/blue color = COLOR_BLUE /obj/item/stack/cable_coil/green color = COLOR_LIME /obj/item/stack/cable_coil/pink color = COLOR_PINK /obj/item/stack/cable_coil/orange color = COLOR_ORANGE /obj/item/stack/cable_coil/cyan color = COLOR_CYAN /obj/item/stack/cable_coil/white color = COLOR_WHITE /obj/item/stack/cable_coil/random/Initialize() color = pick(COLOR_RED, COLOR_BLUE, COLOR_LIME, COLOR_WHITE, COLOR_PINK, COLOR_YELLOW, COLOR_CYAN) . = ..() //nooses - all catbeast/ligger/squiggers/synths must hang /obj/item/stack/cable_coil/verb/make_noose() set name = "Make Noose" set category = "Object" var/mob/M = usr if(ishuman(M) && !M.restrained() && !M.stat && !M.paralysis && ! M.stunned) if(!istype(usr.loc,/turf)) return if(!(locate(/obj/item/weapon/stool) in usr.loc) && !(locate(/obj/structure/bed) in usr.loc) && !(locate(/obj/structure/table) in usr.loc) && !(locate(/obj/structure/toilet) in usr.loc)) to_chat(usr, "You have to be standing on top of a chair/table/bed to make a noose!") return 0 if(src.amount <= 24) to_chat(usr, "You need at least 25 lengths to make a noose!") return new /obj/structure/noose(usr.loc) to_chat(usr, "You wind some cable together to make a noose, tying it to the ceiling.") src.use(25) else to_chat(usr, "You cannot do that.") ..() /obj/structure/noose name = "noose" desc = "A morbid apparatus." icon_state = "noose" buckle_lying = 0 icon = 'icons/obj/noose.dmi' anchored = 1 can_buckle = 1 layer = 5 var/image/over = null var/ticks = 0 /obj/structure/noose/attackby(obj/item/W, mob/user, params) if(W.iswirecutter()) user.visible_message("[user] cuts the noose.", "You cut the noose.") if(buckled_mob) buckled_mob.visible_message("[buckled_mob] falls over and hits the ground!",\ "You fall over and hit the ground!") buckled_mob.adjustBruteLoss(10) var/obj/item/stack/cable_coil/C = new(get_turf(src)) C.amount = 25 qdel(src) return ..() /obj/structure/noose/Initialize() . = ..() pixel_y += 16 //Noose looks like it's "hanging" in the air over = image(icon, "noose_overlay") over.layer = MOB_LAYER + 0.1 /obj/structure/noose/Destroy() STOP_PROCESSING(SSprocessing, src) return ..() /obj/structure/noose/post_buckle_mob(mob/living/M) if(M == buckled_mob) layer = MOB_LAYER add_overlay(over) START_PROCESSING(SSprocessing, src) M.pixel_y = initial(M.pixel_y) + 8 //rise them up a bit M.dir = SOUTH else layer = initial(layer) cut_overlay(over) STOP_PROCESSING(SSprocessing, src) pixel_x = initial(pixel_x) M.pixel_x = initial(M.pixel_x) M.pixel_y = initial(M.pixel_y) /obj/structure/noose/user_unbuckle_mob(mob/living/user) if(!user.IsAdvancedToolUser()) return if(buckled_mob && buckled_mob.buckled == src) var/mob/living/M = buckled_mob if(M != user) user.visible_message("[user] begins to untie the noose over [M]'s neck...",\ "You begin to untie the noose over [M]'s neck...") if(do_mob(user, M, 100)) user.visible_message("[user] unties the noose over [M]'s neck!",\ "You untie the noose over [M]'s neck!") else return else M.visible_message(\ "[M] struggles to untie the noose over their neck!",\ "You struggle to untie the noose over your neck.") if(!do_after(M, 150)) if(M && M.buckled) to_chat(M, "You fail to untie yourself!") return if(!M.buckled) return M.visible_message(\ "[M] unties the noose over their neck!",\ "You untie the noose over your neck!") M.Weaken(3) unbuckle_mob() add_fingerprint(user) /obj/structure/noose/user_buckle_mob(mob/living/carbon/human/M, mob/user) if(!in_range(user, src) || user.stat || user.restrained() || !istype(M)) return 0 if(!user.IsAdvancedToolUser()) return if (ishuman(M)) var/mob/living/carbon/human/H = M var/obj/item/organ/external/affecting = H.get_organ("head") if(!affecting) to_chat(user, "They don't have a head.") return if(M.loc != src.loc) return 0 //Can only noose someone if they're on the same tile as noose add_fingerprint(user) if(M == user && buckle_mob(M)) M.visible_message(\ "[M] ties \the [src] over their neck!",\ "You tie \the [src] over your neck!") playsound(user.loc, 'sound/effects/noosed.ogg', 50, 1, -1) SSfeedback.IncrementSimpleStat("hangings") return 1 else M.visible_message(\ "[user] attempts to tie \the [src] over [M]'s neck!",\ "[user] ties \the [src] over your neck!") to_chat(user, "It will take 20 seconds and you have to stand still.") if(do_after(user, 200)) if(buckle_mob(M)) M.visible_message(\ "[user] ties \the [src] over [M]'s neck!",\ "[user] ties \the [src] over your neck!") playsound(user.loc, 'sound/effects/noosed.ogg', 50, 1, -1) SSfeedback.IncrementSimpleStat("hangings") return 1 else user.visible_message(\ "[user] fails to tie \the [src] over [M]'s neck!",\ "You fail to tie \the [src] over [M]'s neck!") return 0 else user.visible_message(\ "[user] fails to tie \the [src] over [M]'s neck!",\ "You fail to tie \the [src] over [M]'s neck!") return 0 /obj/structure/noose/process(mob/living/carbon/human/M, mob/user) if(!buckled_mob) STOP_PROCESSING(SSprocessing, src) buckled_mob.pixel_x = initial(buckled_mob.pixel_x) pixel_x = initial(pixel_x) return ticks++ switch(ticks) if(1) pixel_x -= 1 buckled_mob.pixel_x -= 1 if(2) pixel_x = initial(pixel_x) buckled_mob.pixel_x = initial(buckled_mob.pixel_x) if(3) //Every third tick it plays a sound and RNG's a flavor text pixel_x += 1 buckled_mob.pixel_x += 1 if(buckled_mob) if (ishuman(buckled_mob)) var/mob/living/carbon/human/H = buckled_mob if (H.species && (H.species.flags & NO_BREATHE)) return if(prob(15)) var/flavor_text = list("[buckled_mob]'s legs flail for anything to stand on.",\ "[buckled_mob]'s hands are desperately clutching the noose.",\ "[buckled_mob]'s limbs sway back and forth with diminishing strength.") if(buckled_mob.stat == DEAD) flavor_text = list("[buckled_mob]'s limbs lifelessly sway back and forth.",\ "[buckled_mob]'s eyes stare straight ahead.") buckled_mob.visible_message(pick(flavor_text)) playsound(buckled_mob.loc, 'sound/effects/noose_idle.ogg', 50, 1, -3) if(4) pixel_x = initial(pixel_x) buckled_mob.pixel_x = initial(buckled_mob.pixel_x) ticks = 0 if(buckled_mob) if (ishuman(buckled_mob)) var/mob/living/carbon/human/H = buckled_mob if (H.species && (H.species.flags & NO_BREATHE)) return buckled_mob.adjustOxyLoss(5) buckled_mob.adjustBrainLoss(1) buckled_mob.silent = max(buckled_mob.silent, 10) if(prob(25)) //to reduce gasp spam buckled_mob.emote("gasp")