Files
Cody Brittain 3f62424312 [MDB Ignore] [IDB Ignore] Kills off /obj/item/device (#21774)
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.

---------

Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2026-02-01 05:14:26 +00:00

1751 lines
47 KiB
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/**
* Disposal bin
* Holds items for disposal into pipe system
* Draws air from turf, gradually charges internal reservoir
* Once full (~1 atm), uses air resv to flush items into the pipes
* Automatically recharges air (unless off), will flush when ready if pre-set
* Can hold items and human size things, no other draggables
* Toilets are a type of disposal bin for small objects only and work on magic. By magic, I mean torque rotation
*/
/// kPa - assume the inside of a dispoal pipe is 1 atm, so that needs to be added.
#define SEND_PRESSURE (700 + ONE_ATMOSPHERE)
/// (Liters L)
#define PRESSURE_TANK_VOLUME 150
/// L/s - 4 m/s using a 15 cm by 15 cm inlet
#define PUMP_MAX_FLOW_RATE 90
#define MODE_OFF 0
#define MODE_PRESSURIZING 1
#define MODE_READY 2
#define MODE_FLUSHING 3
/obj/machinery/disposal
name = "disposal unit"
desc = "A pneumatic waste disposal unit."
icon = 'icons/obj/disposals.dmi'
icon_state = "disposal"
anchored = 1
density = 1
/// Unit is powered
var/is_on = TRUE
var/datum/wires/disposal/wires
/// Internal reservoir
var/datum/gas_mixture/air_contents
var/mode = MODE_PRESSURIZING
/// MODE_X define that was set when we last updated overlays.
var/mode_icon
/// Whether or not we are currently indicating as occupied.
var/showing_full = FALSE
/// Controlled by flush wire status
var/can_flush = TRUE
/// TRUE if flush handle is pulled
var/flush = FALSE
/// The attached pipe trunk
var/obj/structure/disposalpipe/trunk/trunk = null
/// TRUE if flushing in progress. To be replaced with mode entirely
var/flushing = 0
/// Every 30 ticks it will look whether it is ready to flush
var/flush_every_ticks = 30
/// This var adds 1 once per tick. When it reaches flush_every_ticks it resets and tries to flush
var/flush_count = 0
var/last_sound = 0
/// Most pumps require air to function, but some don't
var/uses_air = TRUE
/// The pneumatic pump power. 3 HP ~ 2200W
active_power_usage = 2200
idle_power_usage = 100
/obj/machinery/disposal/airless
uses_air = FALSE
/obj/machinery/disposal/small
desc = "A compact pneumatic waste disposal unit."
icon_state = "disposal_small"
density = FALSE
/obj/machinery/disposal/small/north
dir = NORTH
pixel_y = -13
layer = MOB_LAYER + 0.1
/obj/machinery/disposal/small/south
dir = SOUTH
pixel_y = 20
layer = OBJ_LAYER + 0.3
/obj/machinery/disposal/small/east
dir = EAST
pixel_x = -12
/obj/machinery/disposal/small/west
dir = WEST
pixel_x = 11
/obj/machinery/disposal/small/airless
uses_air = FALSE
/obj/machinery/disposal/small/Initialize()
. = ..()
if(pixel_x || pixel_y)
return
else
switch(dir)
if(NORTH)
pixel_y = -13
layer = MOB_LAYER + 0.1
if(SOUTH)
pixel_y = 20
layer = OBJ_LAYER + 0.3
if(EAST)
pixel_x = -12
if(WEST)
pixel_x = 11
/obj/machinery/disposal/small/check_mob_size(mob/target)
if(target.mob_size > MOB_SMALL)
return FALSE
return TRUE
/**
* Create a new disposal:
* Find the attached trunk (if present), and initialize gas reservoir.
*/
/obj/machinery/disposal/Initialize()
. = ..()
trunk = locate() in src.loc
if(!trunk)
mode = MODE_OFF
is_on = FALSE
flush = 0
else
trunk.linked = src // link the pipe trunk to self
wires = new(src)
air_contents = new/datum/gas_mixture(PRESSURE_TANK_VOLUME)
update()
/obj/machinery/disposal/Destroy()
eject()
if(trunk)
trunk.linked = null
return ..()
/obj/machinery/disposal/proc/contents_count()
var/things = 0
for(var/thing in contents)
if(istype(thing, /obj/item/assembly/signaler))
var/obj/item/assembly/signaler/S = thing
if(S.connected == wires)
continue
things++
return things
/**
* Attack by an item places it into the disposal.
*/
/obj/machinery/disposal/attackby(obj/item/attacking_item, mob/user)
if(stat & BROKEN || !attacking_item || !user)
return
var/has_contents
src.add_fingerprint(user)
if(!is_on)
has_contents = contents_count()
if(attacking_item.tool_behaviour == TOOL_SCREWDRIVER)
if(has_contents)
to_chat(user, SPAN_WARNING("Eject the items first!"))
return TRUE
else if(default_deconstruction_screwdriver(user, attacking_item))
update()
return TRUE
else if(attacking_item.tool_behaviour == TOOL_WELDER && panel_open)
if(has_contents)
to_chat(user, SPAN_WARNING("Eject the items first!"))
return TRUE
var/obj/item/weldingtool/W = attacking_item
if(W.use(0,user))
to_chat(user, SPAN_NOTICE("You start slicing the floorweld off the disposal unit."))
if(W.use_tool(src, user, 20, volume = 50))
if(!src || !W.isOn())
return TRUE
to_chat(user, SPAN_NOTICE("You sliced the floorweld off the disposal unit."))
if(!istype(src, /obj/machinery/disposal/small))
var/obj/structure/disposalconstruct/C = new (src.loc)
src.transfer_fingerprints_to(C)
C.ptype = 6 // 6 = disposal unit
C.anchored = 1
C.density = 1
C.update()
else
var/obj/structure/disposalconstruct/C = new (src.loc)
src.transfer_fingerprints_to(C)
C.ptype = 15 // 15 = small disposal unit
C.anchored = 1
C.update()
qdel(src)
return TRUE
else
to_chat(user, SPAN_WARNING("You need more welding fuel to complete this task."))
return TRUE
if(istype(attacking_item, /obj/item/melee/energy/blade))
to_chat(user, SPAN_WARNING("You can't place that item inside the disposal unit."))
return TRUE
if(istype(attacking_item, /obj/item/storage) && length(attacking_item.contents) && user.a_intent != I_HURT)
var/obj/item/storage/S = attacking_item
if(istype(S, /obj/item/storage/secure))
var/obj/item/storage/secure/secured_storage = S
if(secured_storage.locked)
to_chat(user, SPAN_WARNING("You can't empty \the [secured_storage] into \the [src]. It is locked."))
return TRUE
user.visible_message("<b>[user]</b> empties \the [S] into \the [src].", SPAN_NOTICE("You empty \the [S] into \the [src]."), range = 3)
for(var/obj/item/O in S.contents)
S.remove_from_storage(O, src)
S.update_icon()
update()
return TRUE
else if (istype (attacking_item, /obj/item/material/ashtray) && user.a_intent != I_HURT)
var/obj/item/material/ashtray/A = attacking_item
if(A.emptyout(src))
user.visible_message("<b>[user]</b> pours [attacking_item] out into [src].", SPAN_NOTICE("You pour [attacking_item] out into [src]."))
return TRUE
else if (istype (attacking_item, /obj/item/lightreplacer))
var/count = 0
var/obj/item/lightreplacer/R = attacking_item
if (R.store_broken)
for(var/obj/item/light/L in R.contents)
count++
L.forceMove(src)
if (count)
to_chat(user, SPAN_NOTICE("You empty [count] broken bulbs into the disposal."))
else
to_chat(user, SPAN_NOTICE("There are no broken bulbs to empty out."))
update()
return TRUE
var/obj/item/grab/G = attacking_item
// handle grabbed mob
if(istype(G))
if(ismob(G.affecting))
var/mob/GM = G.affecting
if(!check_mob_size(GM))
to_chat(user, SPAN_NOTICE("The opening is too narrow for [G.affecting] to fit!"))
return TRUE
for (var/mob/V in viewers(usr))
V.show_message("[usr] starts putting [GM.name] into the disposal.", 3)
if(do_after(usr, 20))
if (GM.client)
GM.client.perspective = EYE_PERSPECTIVE
GM.client.eye = src
GM.forceMove(src)
for (var/mob/C in viewers(src))
C.show_message(SPAN_WARNING("[GM.name] has been placed in the [src] by [user]."), 3)
qdel(G)
usr.attack_log += "\[[time_stamp()]\] <span class='warning'>Has placed [GM.name] ([GM.ckey]) in disposals.</span>"
GM.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been placed in disposals by [usr.name] ([usr.ckey])</font>"
msg_admin_attack("[key_name_admin(usr)] placed [key_name_admin(GM)] in a disposals unit. (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[usr.x];Y=[usr.y];Z=[usr.z]'>JMP</a>)",ckey=key_name(usr),ckey_target=key_name(GM))
return TRUE
if(!attacking_item.dropsafety())
return TRUE
if(!attacking_item)
return TRUE
user.drop_from_inventory(attacking_item, src)
user.visible_message("<b>[user]</b> places \the [attacking_item] into \the [src].", SPAN_NOTICE("You place \the [attacking_item] into the [src]."), range = 3)
update()
/**
* Handles mouse-dropping another mob or self onto disposal.
*/
/obj/machinery/disposal/mouse_drop_receive(atom/dropped, mob/user, params)
var/mob/target = dropped
if(!istype(target))
return
if(user.stat || !user.canmove || !istype(target))
return
if(target.buckled_to || get_dist(user, src) > 1 || get_dist(user, target) > 1)
return
// Animals cannot put mobs other than themselves into disposal
if(isanimal(user) && target != user)
return
if(!check_mob_size(target))
to_chat(user, SPAN_NOTICE("The opening is too narrow for [target] to fit!"))
return
// Makes it so synths can't be flushed
if (isrobot(target) && !isDrone(target))
to_chat(user, SPAN_NOTICE("[target] is a bit too clunky to fit!"))
return
src.add_fingerprint(user)
var/target_loc = target.loc
var/msg
for (var/mob/V in viewers(usr))
if(target == user && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
V.show_message("[usr] starts climbing into the disposal.", 3)
if(target != user && !user.restrained() && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
if(target.anchored) return
V.show_message("[usr] starts stuffing [target.name] into the disposal.", 3)
if(!do_after(usr, 20))
return
if(target_loc != target.loc)
return
// If drop self, then climbed in. Must be awake, not stunned or whatever
if(target == user && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
msg = "[user.name] climbs into the [src]."
to_chat(user, "You climb into the [src].")
else if(target != user && !user.restrained() && !user.stat && !user.weakened && !user.stunned && !user.paralysis)
msg = "[user.name] stuffs [target.name] into the [src]!"
to_chat(user, "You stuff [target.name] into the [src]!")
user.attack_log += "\[[time_stamp()]\] <span class='warning'>Has placed [target.name] ([target.ckey]) in disposals.</span>"
target.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been placed in disposals by [user.name] ([user.ckey])</font>"
msg_admin_attack("[user] ([user.ckey]) placed [target] ([target.ckey]) in a disposals unit. (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)",ckey=key_name(user),ckey_target=key_name(target))
else
return
if (target.client)
target.client.perspective = EYE_PERSPECTIVE
target.client.eye = src
target.forceMove(src)
for (var/mob/C in viewers(src))
if(C == user)
continue
C.show_message(msg, 3)
update()
/obj/machinery/disposal/proc/check_mob_size(mob/target)
return 1
/**
* Attempt to move while inside.
*/
/obj/machinery/disposal/relaymove(mob/living/user, direction)
. = ..()
if(user.stat || src.mode == MODE_FLUSHING)
return
if(user.loc == src)
src.go_out(user)
return
/**
* Leave the disposal.
*/
/obj/machinery/disposal/proc/go_out(mob/user)
if (user.client)
user.client.eye = user.client.mob
user.client.perspective = MOB_PERSPECTIVE
user.forceMove(src.loc)
update()
return
/**
* AI: as human but can't flush.
*/
/obj/machinery/disposal/attack_ai(mob/user as mob)
if(!ai_can_interact(user))
return
var/inside_bin = (user.loc == src)
interact(user, !inside_bin)
/**
* Human interacts with machine.
*/
/obj/machinery/disposal/attack_hand(mob/user as mob)
if(stat & BROKEN)
return
if(user.loc == src)
to_chat(user, SPAN_WARNING("You cannot reach the controls from here."))
return
interact(user)
/obj/machinery/disposal/interact(mob/user)
if(!user)
return
src.add_fingerprint(user)
user.set_machine(src)
if(panel_open)
wires.interact(user)
return ui_interact(user)
/obj/machinery/disposal/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "DisposalUnit", "Disposal Unit", 320, 200)
ui.open()
/obj/machinery/disposal/ui_data(mob/user)
var/list/data = list()
data["is_on"] = is_on
data["flush"] = flush
data["mode"] = mode
data["uses_air"] = uses_air
data["panel_open"] = panel_open
data["pressure"] = CLAMP01(air_contents.return_pressure() / (SEND_PRESSURE))
return data
/obj/machinery/disposal/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("handle-0")
flush = FALSE
update()
. = TRUE
if("handle-1")
flush = TRUE
update()
. = TRUE
if("power")
is_on = !is_on
update()
. = TRUE
if("eject")
eject()
. = TRUE
/**
* Eject the contents of the disposal unit.
*/
/obj/machinery/disposal/proc/eject()
for(var/atom/movable/AM in src)
AM.forceMove(src.loc)
AM.pipe_eject(0)
update()
/**
* Update the icon & overlays to reflect mode & status
*/
/obj/machinery/disposal/proc/update()
if(!isnull(mode_icon) && (stat & BROKEN))
ClearOverlays()
icon_state = "[icon_state]-broken"
mode_icon = null
mode = MODE_OFF
flush = 0
return
var/has_contents = !!length(contents)
if (mode_icon == mode && showing_full == has_contents)
return
// if we're here, we must rebuild...
ClearOverlays()
// flush handle
if(flush)
AddOverlays("[icon_state]-handle")
// only handle is shown if no power
if(stat & NOPOWER || mode == MODE_OFF)
mode_icon = MODE_OFF
return
// check for items in disposal - occupied light
if(has_contents)
AddOverlays("[icon_state]-full")
showing_full = has_contents
// charging and ready light
if(mode == MODE_PRESSURIZING)
AddOverlays("[icon_state]-charge")
mode_icon = MODE_PRESSURIZING
else if(mode == MODE_READY)
AddOverlays("[icon_state]-ready")
mode_icon = MODE_READY
/**
* Timed process. Charge the gas reservoir and perform flush if ready.
*/
/obj/machinery/disposal/process()
if((stat & BROKEN) || !is_on)
update_use_power(POWER_USE_OFF)
return
flush_count++
// We've hit the flush counter automatically
if(flush_count >= flush_every_ticks)
if(length(contents))
if(mode == MODE_READY)
spawn(0)
feedback_inc("disposal_auto_flush",1)
flush()
flush_count = 0
src.updateDialog()
// If we're ready, don't draw any extra power
if(mode == MODE_READY || !uses_air)
update_use_power(POWER_USE_IDLE)
// We used the manual flush button
if(flush)
flush()
return
update()
// Validate whether we're pressurized or not.
if(mode == MODE_PRESSURIZING && air_contents.return_pressure() >= SEND_PRESSURE)
mode = MODE_READY
update()
return
// If you turn this into a bare 'else' statement it just tries to pressurize infinitely and I don't know why.
else if(mode == MODE_PRESSURIZING && air_contents.return_pressure() < SEND_PRESSURE)
src.pressurize()
update()
return
/**
* If powered and working, transfer gas from local env to internal reservoir and use the required power to do so.
*/
/obj/machinery/disposal/proc/pressurize()
// Don't pressurize if there's no power.
if(stat & NOPOWER)
update_use_power(POWER_USE_OFF)
return
// Recharge from loc turf
var/atom/L = loc
if(!loc) return
var/datum/gas_mixture/env = L.return_air()
var/power_draw = -1
if(env && env.temperature > 0)
// Group_multiplier is divided out here
var/transfer_moles = (PUMP_MAX_FLOW_RATE/env.volume)*env.total_moles
// Using power, pump air from local tile into itself
power_draw = pump_gas(src, env, air_contents, transfer_moles, active_power_usage)
if (power_draw > 0)
use_power_oneoff(power_draw)
// If we've reached the target pressure, we're ready to flush
if(air_contents.return_pressure() >= SEND_PRESSURE)
mode = MODE_READY
/**
* Attempt to flush. If able, create a virtual holder object containing disposal bin & gas reservoir contents to ship through disposals network
*/
/obj/machinery/disposal/proc/flush()
set waitfor = FALSE
if(!can_flush)
shake_animation()
visible_message(SPAN_WARNING("\The [src] groans violently!"), range = 3)
flush = FALSE
return
intent_message(MACHINE_SOUND)
mode = MODE_FLUSHING
flick("[icon_state]-flush", src)
var/wrapcheck = 0
var/obj/disposalholder/H = new() // virtual holder object which actually
// travels through the pipes.
//Hacky test to get drones to mail themselves through disposals.
for(var/mob/living/silicon/robot/drone/D in src)
wrapcheck = 1
for(var/obj/item/smallDelivery/O in src)
wrapcheck = 1
if(wrapcheck == 1)
H.tomail = 1
sleep(10)
if(last_sound < world.time + 1)
playsound(src, 'sound/machines/disposalflush.ogg', 50, 0, 0)
last_sound = world.time
// Wait for animation to finish
sleep(5)
// Copy the contents of disposer to holder
H.init(src, air_contents)
// New empty gas reservoir
air_contents = new(PRESSURE_TANK_VOLUME)
// Start the holder processing movement
H.start(src)
// Now reset disposal state
flush = 0
if(mode == MODE_FLUSHING)
if(uses_air)
mode = MODE_PRESSURIZING
else
mode = MODE_READY
update()
return
/**
* Called when area power changes.
*/
/obj/machinery/disposal/power_change()
// do default setting/reset of stat NOPOWER bit
..()
// update icon
update()
return
/**
* Called when holder is expelled from a disposal- should usually only occur if the pipe network is modified
*/
/obj/machinery/disposal/proc/expel(var/obj/disposalholder/H)
var/turf/target
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
// Somehow, someone managed to flush a window which broke mid-transit and caused the disposal to go in an infinite loop trying to expel null, hopefully this fixes it
if(H)
for(var/atom/movable/AM in H)
target = get_offset_target_turf(src.loc, rand(5)-rand(5), rand(5)-rand(5))
AM.forceMove(src.loc)
AM.pipe_eject(0)
// Poor drones kept smashing windows and taking system damage being fired out of disposals. ~Z
if(!istype(AM,/mob/living/silicon/robot/drone))
addtimer(CALLBACK(AM, TYPE_PROC_REF(/atom/movable, throw_at), target, 5, 1), 1)
H.vent_gas(loc)
qdel(H)
/obj/machinery/disposal/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(mover?.movement_type & PHASING)
return TRUE
if(istype(mover, /obj/projectile))
return 1
if(istype(mover,/obj/item) && mover.throwing)
return 0
else
return ..(mover, target, height, air_group)
/obj/machinery/disposal/hitby(atom/movable/hitting_atom, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if(isitem(hitting_atom))
if(prob(75))
hitting_atom.forceMove(src)
visible_message(SPAN_NOTICE("[hitting_atom] lands in [src]."))
else
visible_message(SPAN_NOTICE("[hitting_atom] bounces off of [src]'s rim!"))
return ..()
else
return ..()
/**
* Virtual disposal object
* Travels through pipes in lieu of actual items
* Contents will be items flushed by the disposal
* This allows the gas flushed to be tracked
*/
/obj/disposalholder
invisibility = 101
/// Gas used to flush, will appear at exit point
var/datum/gas_mixture/gas = null
dir = 0
/// Can travel 2048 steps before going inactive (in case of loops)
var/count = 2048
/// Vhanges if contains a delivery container
var/destinationTag = ""
/// Changes if contains wrapped package
var/tomail = 0
/// If it contains a mob
var/hasmob = 0
/// Set by a partial tagger the first time round, then put in destinationTag if it goes through again.
var/partialTag = ""
var/tmp/obj/structure/disposalpipe/tick_last
/**
* Initialize a holder from the contents of a disposal unit.
*/
/obj/disposalholder/proc/init(var/obj/machinery/disposal/D, var/datum/gas_mixture/flush_gas)
gas = flush_gas// transfer gas resv. into holder object -- let's be explicit about the data this proc consumes, please.
//Check for any living mobs trigger hasmob.
//hasmob effects whether the package goes to cargo or its tagged destination.
for(var/mob/living/M in D)
if(M && M.stat != 2 && !istype(M,/mob/living/silicon/robot/drone))
hasmob = 1
//Checks 1 contents level deep. This means that players can be sent through disposals...
//...but it should require a second person to open the package. (i.e. person inside a wrapped locker)
for(var/obj/O in D)
if(O.contents)
for(var/mob/living/M in O.contents)
if(M && M.stat != 2 && !istype(M,/mob/living/silicon/robot/drone))
hasmob = 1
// now everything inside the disposal gets put into the holder
// note AM since can contain mobs or objs
for(var/atom/movable/AM in D)
if(istype(AM, /obj/item/assembly/signaler))
var/obj/item/assembly/signaler/S = AM
if(S.connected == D.wires)
continue
AM.forceMove(src)
if(istype(AM, /obj/structure/bigDelivery) && !hasmob)
var/obj/structure/bigDelivery/T = AM
src.destinationTag = T.sortTag
if(istype(AM, /obj/item/smallDelivery) && !hasmob)
var/obj/item/smallDelivery/T = AM
src.destinationTag = T.sortTag
//Drones can mail themselves through maint.
if(istype(AM, /mob/living/silicon/robot/drone))
var/mob/living/silicon/robot/drone/drone = AM
src.destinationTag = drone.mail_destination
/**
* Start the movement process
* Argument is the disposal unit the holder started in
*/
/obj/disposalholder/proc/start(var/obj/machinery/disposal/D)
// No trunk connected, so expel immediately
if(!D.trunk)
D.expel(src)
return
forceMove(D.trunk)
set_dir(DOWN)
START_PROCESSING(SSdisposals, src)
/**
* For the new SSdisposals-based movement.
*/
/obj/disposalholder/process()
if (hasmob && prob(3))
for(var/mob/living/H in src)
// Drones use the mailing code to move through the disposal system,
if(!istype(H,/mob/living/silicon/robot/drone))
// Horribly maim any living creature jumping down disposals. C'est la vie
H.take_overall_damage(20, 0, DAMAGE_FLAG_SHARP, "Blunt Trauma")
var/obj/structure/disposalpipe/curr = loc
if (!loc)
STOP_PROCESSING(SSdisposals, src)
tick_last = null
crash_with("disposalholder processing in nullspace!")
return
tick_last = curr
curr = curr.transfer(src)
if (!loc)
STOP_PROCESSING(SSdisposals, src)
tick_last = null
return
if (!curr)
//spawn (0) // expel() can sleep, so we gotta fork to not upset SSdisposals.
STOP_PROCESSING(SSdisposals, src)
tick_last.expel(src, get_turf(loc), dir)
if (!(count--))
STOP_PROCESSING(SSdisposals, src)
tick_last = null
/**
* Find the turf which should contain the next pipe
*/
/obj/disposalholder/proc/nextloc()
return get_step(loc,dir)
/**
* Find a matching pipe on a turf
*/
/obj/disposalholder/proc/findpipe(var/turf/T)
if(!T)
return null
// flip the movement direction
var/fdir = turn(dir, 180)
for(var/obj/structure/disposalpipe/P in T)
// find pipe direction mask that matches flipped dir
if(fdir & P.dpdir)
return P
// if no matching pipe, return null
return null
/**
* Merge two holder objects. Used when a a holder meets a stuck holder.
*/
/obj/disposalholder/proc/merge(obj/disposalholder/other)
for(var/atom/movable/AM in other)
// move everything in other holder to this one
AM.forceMove(src)
if(ismob(AM))
var/mob/M = AM
// if a client mob, update eye to follow this holder
if(M.client)
M.client.eye = src
qdel(other)
/obj/disposalholder/proc/settag(new_tag)
destinationTag = new_tag
/obj/disposalholder/proc/setpartialtag(new_tag)
if(partialTag == new_tag)
destinationTag = new_tag
partialTag = ""
else
partialTag = new_tag
/**
* Called when player tries to move while in a pipe.
*/
/obj/disposalholder/relaymove(mob/living/user, direction)
. = ..()
if(!istype(user,/mob/living))
return
var/mob/living/U = user
if (U.stat || U.last_special <= world.time)
return
U.last_special = world.time+100
if (src.loc)
for (var/mob/M in hearers(src.loc.loc))
to_chat(M, "<FONT size=[max(0, 5 - get_dist(src, M))]>CLONG, clong!</FONT>")
playsound(src.loc, 'sound/effects/clang.ogg', 50, 0, 0)
/**
* Called to vent all gas in holder to a location
*/
/obj/disposalholder/proc/vent_gas(atom/location)
location.assume_air(gas) // vent all gas to turf
/obj/disposalholder/Destroy()
STOP_PROCESSING(SSdisposals, src)
QDEL_NULL(gas)
tick_last = null
return ..()
// Disposal pipes
/obj/structure/disposalpipe
icon = 'icons/obj/disposals.dmi'
name = "disposal pipe"
desc = "An underfloor disposal pipe."
anchored = 1
density = 0
level = 1 // underfloor only
var/dpdir = 0 // bitmask of pipe directions
//dir = 0 // dir will contain dominant direction for junction pipes
var/health = 10 // health points 0-10
layer = EXPOSED_DISPOSALS_PIPE_LAYER
var/sortType = ""
var/subtype = 0
// new pipe, set the icon_state as on map
/obj/structure/disposalpipe/Initialize(mapload)
. = ..()
if(mapload)
var/turf/T = loc
var/image/I = image(icon, T, icon_state, dir, pixel_x, pixel_y)
I.layer = ABOVE_TILE_LAYER
I.alpha = 125
LAZYADD(T.blueprints, I)
/**
* Pipe is deleted. Ensure if holder is present, it is expelled.
*/
/obj/structure/disposalpipe/Destroy()
var/obj/disposalholder/H = locate() in src
if(H)
// holder was present
STOP_PROCESSING(SSdisposals, H)
var/turf/T = src.loc
if(T.density)
// deleting pipe is inside a dense turf (wall)
// this is unlikely, but just dump out everything into the turf in case
for(var/atom/movable/AM in H)
AM.forceMove(T)
AM.pipe_eject(0)
qdel(H)
return ..()
// otherwise, do normal expel from turf
if(H)
expel(H, T, 0)
return ..()
/**
* Returns the direction of the next pipe object, given the entrance dir
* By default, returns the bitmask of remaining directions
*/
/obj/structure/disposalpipe/proc/nextdir(var/fromdir)
return dpdir & (~turn(fromdir, 180))
/**
* Transfer the holder through this pipe segment
* Overriden for special behaviour
*/
/obj/structure/disposalpipe/proc/transfer(var/obj/disposalholder/H)
var/nextdir = nextdir(H.dir)
H.set_dir(nextdir)
var/turf/T = H.nextloc()
var/obj/structure/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/disposalholder/H2 = locate() in P
if(H2 && !(H2.datum_flags & DF_ISPROCESSING))
H.merge(H2)
H.forceMove(P)
else // if wasn't a pipe, then set loc to turf
H.forceMove(T)
return null
return P
/**
* Update the icon_state to reflect hidden status
*/
/obj/structure/disposalpipe/proc/update()
var/turf/T = src.loc
hide(!T.is_plating() && !istype(T,/turf/space)) // space never hides pipes
/**
* Hide called by levelupdate if turf intact status changes
* Change visibility status and force update of icon
*/
/obj/structure/disposalpipe/hide(var/intact)
set_invisibility(intact ? 101: 0) // hide if floor is intact
/**
* Expel the held objects into a turf
* Called when there is a break in the pipe
*/
/obj/structure/disposalpipe/proc/expel(var/obj/disposalholder/H, var/turf/T, var/direction)
if(!istype(H) || !istype(T))
return
// Empty the holder if it is expelled into a dense turf.
// Leaving it intact and sitting in a wall is stupid.
if(T.density)
for(var/atom/movable/AM in H)
AM.forceMove(T)
AM.pipe_eject(0)
qdel(H)
return
if(!T.is_plating() && istype(T,/turf/simulated/floor)) //intact floor, pop the tile
var/turf/simulated/floor/F = T
F.break_tile()
new /obj/item/stack/tile(H) // add to holder so it will be thrown with other stuff
var/turf/target
if(direction) // direction is specified
if(istype(T, /turf/space)) // if ended in space, then range is unlimited
target = get_edge_target_turf(T, direction)
else // otherwise limit to 10 tiles
target = get_ranged_target_turf(T, direction, 10)
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
if(H)
for(var/atom/movable/AM in H)
AM.forceMove(T)
AM.pipe_eject(direction)
// addtimer will check AM for null.
addtimer(CALLBACK(AM, TYPE_PROC_REF(/atom/movable, throw_at), target, 100, 1), 1)
H.vent_gas(T)
qdel(H)
else // no specified direction, so throw in random direction
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
if(H)
for(var/atom/movable/AM in H)
target = get_offset_target_turf(T, rand(5)-rand(5), rand(5)-rand(5))
AM.forceMove(T)
AM.pipe_eject(0)
addtimer(CALLBACK(AM, TYPE_PROC_REF(/atom/movable, throw_at), target, 5, 1), 1)
H.vent_gas(T) // all gas vent to turf
qdel(H)
/**
* Call to break the pipe: will expel any holder inside at the time then delete the pipe
* remains: Set to leave broken pipe pieces in place.
*/
/obj/structure/disposalpipe/proc/broken(var/remains = 0)
if(remains)
for(var/D in GLOB.cardinals)
if(D & dpdir)
var/obj/structure/disposalpipe/broken/P = new(src.loc)
P.set_dir(D)
set_invisibility(101) // make invisible (since we won't delete the pipe immediately)
var/obj/disposalholder/H = locate() in src
if(H)
// holder was present
STOP_PROCESSING(SSdisposals, H)
var/turf/T = src.loc
if(T.density)
// broken pipe is inside a dense turf (wall)
// this is unlikely, but just dump out everything into the turf in case
for(var/atom/movable/AM in H)
AM.forceMove(T)
AM.pipe_eject(0)
qdel(H)
return
// otherwise, do normal expel from turf
if(H)
expel(H, T, 0)
QDEL_IN(src, 2) // delete pipe after 2 ticks to ensure expel proc finished
/**
* Pipe is affected by an explosion
*/
/obj/structure/disposalpipe/ex_act(severity)
switch(severity)
if(1.0)
broken(0)
return
if(2.0)
health -= rand(5,15)
healthcheck()
return
if(3.0)
health -= rand(0,15)
healthcheck()
return
/**
* Test pipe's health. Am I broken?
*/
/obj/structure/disposalpipe/proc/healthcheck()
if(health < -2)
broken(0)
else if(health<1)
broken(1)
/**
* Attack by item
* Welding tool: Unfasten and convert to obj/disposalconstruct
*/
/obj/structure/disposalpipe/attackby(obj/item/attacking_item, mob/user)
var/turf/T = src.loc
if(!T.is_plating())
return // prevent interaction with T-scanner revealed pipes
src.add_fingerprint(user)
if(attacking_item.tool_behaviour == TOOL_WELDER)
var/obj/item/weldingtool/W = attacking_item
if(W.use(0,user))
playsound(src.loc, 'sound/items/welder_pry.ogg', 100, 1)
// check if anything changed over 3 seconds
to_chat(user, "Slicing the disposal pipe...")
if(W.use_tool(src, user, 30, volume = 50))
if(!src || !W.isOn()) return
welded()
else
to_chat(user, "You must stay still while welding the pipe.")
else
to_chat(user, "You need more welding fuel to cut the pipe.")
/**
* Called when pipe is cut by a welder.
*/
/obj/structure/disposalpipe/proc/welded()
var/obj/structure/disposalconstruct/C = new (src.loc)
switch(icon_state)
if("pipe-s")
C.ptype = 0
if("pipe-c")
C.ptype = 1
if("pipe-j1")
C.ptype = 2
if("pipe-j2")
C.ptype = 3
if("pipe-y")
C.ptype = 4
if("pipe-t")
C.ptype = 5
if("pipe-j1s")
C.ptype = 9
C.sortType = sortType
if("pipe-j2s")
C.ptype = 10
C.sortType = sortType
///// Z-Level stuff
if("pipe-u")
C.ptype = 11
if("pipe-d")
C.ptype = 12
///// Z-Level stuff
if("pipe-tagger")
C.ptype = 13
if("pipe-tagger-partial")
C.ptype = 14
C.subtype = src.subtype
src.transfer_fingerprints_to(C)
C.set_dir(dir)
C.density = 0
C.anchored = 1
C.update()
qdel(src)
/obj/structure/disposalpipe/hides_under_flooring()
return 1
// *** TEST verb
//client/verb/dispstop()
// for(var/obj/disposalholder/H in world)
// H.active = 0
/// a straight or bent segment
/obj/structure/disposalpipe/segment
icon_state = "pipe-s"
/obj/structure/disposalpipe/segment/Initialize()
. = ..()
if(icon_state == "pipe-s")
dpdir = dir | turn(dir, 180)
else
dpdir = dir | turn(dir, -90)
update()
/// Z-Level stuff
/obj/structure/disposalpipe/up
icon_state = "pipe-u"
/obj/structure/disposalpipe/up/Initialize()
. = ..()
dpdir = dir
update()
/obj/structure/disposalpipe/up/nextdir(var/fromdir)
var/nextdir
if(fromdir == 11)
nextdir = dir
else
nextdir = 12
return nextdir
/obj/structure/disposalpipe/up/transfer(var/obj/disposalholder/H)
var/nextdir = nextdir(H.dir)
H.set_dir(nextdir)
var/turf/T
var/obj/structure/disposalpipe/P
if(nextdir == 12)
var/turf/current_turf = get_turf(src)
T = GET_TURF_ABOVE(current_turf)
if(!T)
H.forceMove(loc)
return
else
for(var/obj/structure/disposalpipe/down/F in T)
P = F
else
T = get_step(src.loc, H.dir)
P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/disposalholder/H2 = locate() in P
if(H2 && !(H2.datum_flags & DF_ISPROCESSING))
H.merge(H2)
H.forceMove(P)
else // if wasn't a pipe, then set loc to turf
H.forceMove(T)
return null
return P
/obj/structure/disposalpipe/down
icon_state = "pipe-d"
/obj/structure/disposalpipe/down/Initialize()
. = ..()
dpdir = dir
update()
/obj/structure/disposalpipe/down/nextdir(var/fromdir)
var/nextdir
if(fromdir == 12)
nextdir = dir
else
nextdir = 11
return nextdir
/obj/structure/disposalpipe/down/transfer(var/obj/disposalholder/H)
var/nextdir = nextdir(H.dir)
H.dir = nextdir
var/turf/T
var/obj/structure/disposalpipe/P
if(nextdir == 11)
var/turf/current_turf = get_turf(src)
T = GET_TURF_BELOW(current_turf)
if(!T)
H.forceMove(src.loc)
return
else
for(var/obj/structure/disposalpipe/up/F in T)
P = F
else
T = get_step(src.loc, H.dir)
P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/disposalholder/H2 = locate() in P
if(H2 && !(H2.datum_flags & DF_ISPROCESSING))
H.merge(H2)
H.forceMove(P)
else // if wasn't a pipe, then set loc to turf
H.forceMove(T)
return null
return P
// Z-Level stuff
/obj/structure/disposalpipe/junction/yjunction
icon_state = "pipe-y"
///a three-way junction with dir being the dominant direction
/obj/structure/disposalpipe/junction
icon_state = "pipe-j1"
/obj/structure/disposalpipe/junction/Initialize()
. = ..()
if(icon_state == "pipe-j1")
dpdir = dir | turn(dir, -90) | turn(dir,180)
else if(icon_state == "pipe-j2")
dpdir = dir | turn(dir, 90) | turn(dir,180)
else // pipe-y
dpdir = dir | turn(dir,90) | turn(dir, -90)
update()
/*
* Next direction to move:
* If coming in from secondary dirs, then next is primary dir.
* If coming in from primary dir, then next is equal chance of other dirs.
*/
/obj/structure/disposalpipe/junction/nextdir(var/fromdir)
var/flipdir = turn(fromdir, 180)
if(flipdir != dir) // came from secondary dir
return dir // so exit through primary
else // came from primary
// so need to choose either secondary exit
var/mask = ..(fromdir)
// find a bit which is set
var/setbit = 0
if(mask & NORTH)
setbit = NORTH
else if(mask & SOUTH)
setbit = SOUTH
else if(mask & EAST)
setbit = EAST
else
setbit = WEST
if(prob(50)) // 50% chance to choose the found bit or the other one
return setbit
else
return mask & (~setbit)
/obj/structure/disposalpipe/tagger
name = "package tagger"
icon_state = "pipe-tagger"
var/sort_tag = ""
var/partial = 0
var/no_override = 0
/obj/structure/disposalpipe/tagger/proc/updatedesc()
desc = initial(desc)
if(sort_tag)
desc += "\nIt's tagging objects with the '[sort_tag]' tag."
/obj/structure/disposalpipe/tagger/proc/updatename()
if(sort_tag)
name = "[initial(name)] ([sort_tag])"
else
name = initial(name)
/obj/structure/disposalpipe/tagger/Initialize()
. = ..()
dpdir = dir | turn(dir, 180)
if(sort_tag)
SSdisposals.tagger_locations |= sort_tag
updatename()
updatedesc()
update()
/obj/structure/disposalpipe/tagger/attackby(obj/item/attacking_item, mob/user)
if(..())
return
if(istype(attacking_item, /obj/item/destTagger))
var/obj/item/destTagger/O = attacking_item
if(O.currTag)// Tag set
sort_tag = O.currTag
playsound(src.loc, 'sound/machines/twobeep.ogg', 100, 1)
to_chat(user, SPAN_NOTICE("Changed tag to '[sort_tag]'."))
updatename()
updatedesc()
/obj/structure/disposalpipe/tagger/transfer(var/obj/disposalholder/H)
if(sort_tag)
if(!no_override || H.destinationTag == "")
if(partial)
H.setpartialtag(sort_tag)
else
H.settag(sort_tag)
return ..()
/obj/structure/disposalpipe/tagger/partial //needs two passes to tag
name = "partial package tagger"
desc = "A unique desitnation tagger that requires an object to pass 2 times to tag."
icon_state = "pipe-tagger-partial"
partial = 1
///a three-way junction that sorts objects
/obj/structure/disposalpipe/sortjunction
name = "sorting junction"
icon_state = "pipe-j1s"
desc = "An underfloor disposal pipe with a package sorting mechanism."
var/posdir = 0
var/negdir = 0
var/sortdir = 0
/obj/structure/disposalpipe/sortjunction/proc/updatedesc()
desc = initial(desc)
if(sortType)
desc += "\nIt's filtering objects with the '[sortType]' tag."
/obj/structure/disposalpipe/sortjunction/proc/updatename()
if(sortType)
name = "[initial(name)] ([sortType])"
else
name = initial(name)
/obj/structure/disposalpipe/sortjunction/proc/updatedir()
posdir = dir
negdir = turn(posdir, 180)
if(icon_state == "pipe-j1s")
sortdir = turn(posdir, -90)
else if(icon_state == "pipe-j2s")
sortdir = turn(posdir, 90)
dpdir = sortdir | posdir | negdir
/obj/structure/disposalpipe/sortjunction/Initialize()
. = ..()
if(sortType)
SSdisposals.tagger_locations |= sortType
updatedir()
updatename()
updatedesc()
update()
/obj/structure/disposalpipe/sortjunction/attackby(obj/item/attacking_item, mob/user)
if(..())
return
if(istype(attacking_item, /obj/item/destTagger))
var/obj/item/destTagger/O = attacking_item
if(O.currTag)// Tag set
sortType = O.currTag
playsound(src.loc, 'sound/machines/twobeep.ogg', 100, 1)
to_chat(user, SPAN_NOTICE("Changed filter to '[sortType]'."))
updatename()
updatedesc()
/obj/structure/disposalpipe/sortjunction/proc/divert_check(var/checkTag)
return sortType == checkTag
/**
* Next direction to move:
* If coming in from negdir, then next is primary dir or sortdir.
* If coming in from posdir, then flip around and go back to posdir.
* If coming in from sortdir, go to posdir.
*/
/obj/structure/disposalpipe/sortjunction/nextdir(var/fromdir, var/sortTag)
if(fromdir != sortdir) // probably came from the negdir
if(divert_check(sortTag))
return sortdir
else
return posdir
else // came from sortdir
// so go with the flow to positive direction
return posdir
/obj/structure/disposalpipe/sortjunction/transfer(var/obj/disposalholder/H)
var/nextdir = nextdir(H.dir, H.destinationTag)
H.set_dir(nextdir)
var/turf/T = H.nextloc()
var/obj/structure/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/disposalholder/H2 = locate() in P
if(H2 && !(H2.datum_flags & DF_ISPROCESSING))
H.merge(H2)
H.forceMove(P)
else // if wasn't a pipe, then set loc to turf
H.forceMove(T)
return null
return P
/// a three-way junction that filters all wrapped and tagged items
/obj/structure/disposalpipe/sortjunction/wildcard
name = "tagged sorting junction"
desc = "An underfloor disposal pipe which filters all wrapped and tagged items."
subtype = 1
/obj/structure/disposalpipe/sortjunction/wildcard/divert_check(var/checkTag)
return checkTag != ""
/// junction that filters all untagged items
/obj/structure/disposalpipe/sortjunction/untagged
name = "untagged sorting junction"
desc = "An underfloor disposal pipe which filters all untagged items."
subtype = 2
/obj/structure/disposalpipe/sortjunction/untagged/divert_check(var/checkTag)
return checkTag == ""
/obj/structure/disposalpipe/sortjunction/flipped //for easier and cleaner mapping
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/wildcard/flipped
icon_state = "pipe-j2s"
/obj/structure/disposalpipe/sortjunction/untagged/flipped
icon_state = "pipe-j2s"
/// a trunk joining to a disposal bin or outlet on the same turf
/obj/structure/disposalpipe/trunk
icon_state = "pipe-t"
var/obj/linked // the linked obj/machinery/disposal or obj/disposaloutlet
/obj/structure/disposalpipe/trunk/Initialize()
. = ..()
dpdir = dir
update()
getlinked()
/obj/structure/disposalpipe/trunk/proc/getlinked()
linked = null
var/obj/machinery/disposal/D = locate() in src.loc
if(D)
linked = D
if (!D.trunk)
D.trunk = src
var/obj/structure/disposaloutlet/O = locate() in src.loc
if(O)
linked = O
update()
/**
* Override attackby so we disallow trunkremoval when somethings ontop
*/
/obj/structure/disposalpipe/trunk/attackby(obj/item/attacking_item, mob/user)
//Disposal bins or chutes
/*
These shouldn't be required
var/obj/machinery/disposal/D = locate() in src.loc
if(D && D.anchored)
return
//Disposal outlet
var/obj/structure/disposaloutlet/O = locate() in src.loc
if(O && O.anchored)
return
*/
//Disposal constructors
var/obj/structure/disposalconstruct/C = locate() in src.loc
if(C && C.anchored)
return
var/turf/T = src.loc
if(!T.is_plating())
return // prevent interaction with T-scanner revealed pipes
src.add_fingerprint(user)
if(attacking_item.tool_behaviour == TOOL_WELDER)
var/obj/item/weldingtool/W = attacking_item
if(W.use(0,user))
playsound(src.loc, 'sound/items/welder_pry.ogg', 100, 1)
// check if anything changed over 3 seconds
to_chat(user, "Slicing the disposal pipe.")
if(W.use_tool(src, user, 30, volume = 50))
if(!src || !W.isOn()) return
welded()
else
to_chat(user, "You must stay still while welding the pipe.")
else
to_chat(user, "You need more welding fuel to cut the pipe.")
/*
* Would transfer to next pipe segment, but we are in a trunk.
* If not entering from disposal bin, transfer to linked object (outlet or bin)
*/
/obj/structure/disposalpipe/trunk/transfer(var/obj/disposalholder/H)
if(H.dir == DOWN) // we just entered from a disposer
return ..() // so do base transfer proc
// otherwise, go to the linked object
if(linked)
var/obj/structure/disposaloutlet/O = linked
if(istype(O) && (H))
O.expel(H) // expel at outlet
else
var/obj/machinery/disposal/D = linked
if(H)
D.expel(H) // expel at disposal
else
if(H)
src.expel(H, get_turf(src), 0) // expel at turf
return null
// nextdir
/obj/structure/disposalpipe/trunk/nextdir(var/fromdir)
if(fromdir == DOWN)
return dir
else
return 0
/obj/structure/disposalpipe/trunk/expel(obj/disposalholder/H)
if (!linked)
..(H)
/// A broken pipe.
/obj/structure/disposalpipe/broken
icon_state = "pipe-b"
dpdir = 0 // broken pipes have dpdir=0 so they're not found as 'real' pipes
// i.e. will be treated as an empty turf
desc = "A broken piece of disposal pipe."
/obj/structure/disposalpipe/broken/Initialize()
. = ..()
update()
/**
* Called when welded
* For broken pipe, remove and turn into scrap
*/
/obj/structure/disposalpipe/broken/welded()
// var/obj/item/scrap/S = new(src.loc)
// S.set_components(200,0,0)
qdel(src)
/// The disposal outlet machine
/obj/structure/disposaloutlet
name = "disposal outlet"
desc = "An outlet for the pneumatic disposal system."
icon = 'icons/obj/disposals.dmi'
icon_state = "outlet"
density = 1
anchored = 1
var/active = 0
var/turf/target // this will be where the output objects are 'thrown' to.
var/mode = 0
var/spread = 0
var/spread_point = 3
/obj/structure/disposaloutlet/Initialize()
. = ..()
target = get_ranged_target_turf(src, dir, spread_point)
var/obj/structure/disposalpipe/trunk/trunk = locate() in src.loc
if(trunk)
trunk.linked = src // link the pipe trunk to self
/proc/disposal_log(thing)
LOG_DEBUG("\[[world.time]] Disposals: [thing]")
/obj/structure/disposaloutlet/proc/expel(var/obj/disposalholder/H)
set waitfor = FALSE
flick("outlet-open", src)
playsound(src, 'sound/machines/warning-buzzer.ogg', 50, 0, 0)
sleep(20) //wait until correct animation frame
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
intent_message(THUNK_SOUND)
if(H)
for(var/atom/movable/AM in H)
AM.forceMove(src.loc)
AM.pipe_eject(dir)
if(!istype(AM,/mob/living/silicon/robot/drone)) //Drones keep smashing windows from being fired out of chutes. Bad for the station. ~Z
spawn(5)
if(spread)
var/turf/new_turf_target = get_step(target,turn(src.dir, rand(-spread,spread)))
AM.throw_at(new_turf_target, spread_point, 1)
else
AM.throw_at(target, spread_point, 1)
H.vent_gas(src.loc)
qdel(H)
return
/*
// expel the contents of the holder object, then delete it
// called when the holder exits the outlet
/obj/structure/disposaloutlet/proc/expel(var/obj/structure/disposalholder/H)
disposal_log("[src] [REF(src)] expel([REF(H)])")
flick("outlet-open", src)
playsound(src, 'sound/machines/warning-buzzer.ogg', 50, 0, 0)
disposal_log("[src] ([REF(src)]) registering timers.")
addtimer(CALLBACK(src, PROC_REF(post_expel, H)), 20, TIMER_UNIQUE|TIMER_CLIENT_TIME) // Sound + gas.
addtimer(CALLBACK(src, PROC_REF(post_post_expel, H)), 20 + 5, TIMER_UNIQUE|TIMER_CLIENT_TIME) // Actually throwing the items.
/obj/structure/disposaloutlet/proc/post_expel(obj/structure/disposalholder/H)
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
disposal_log("[src] ([REF(src)]) post_expel() timer fired.")
if(H)
H.vent_gas(src.loc)
/obj/structure/disposaloutlet/proc/throw_object(atom/movable/thing)
disposal_log("[src] ([REF(src)]) throw_object([thing] [REF(thing)]) at [target] [REF(target)] origin [loc] [REF(loc)]")
thing.forceMove(loc)
thing.pipe_eject(dir)
if (!istype(thing, /mob/living/silicon/robot/drone))
thing.throw_at(target, 3, 1)
/obj/structure/disposaloutlet/proc/post_post_expel(obj/structure/disposalholder/H)
disposal_log("[src] [REF(src)] post_post_expel([REF(H)]), [H.contents.len] movables")
for(var/atom/movable/AM in H)
AM.forceMove(src.loc)
AM.pipe_eject(dir)
if(!istype(AM,/mob/living/silicon/robot/drone)) //Drones keep smashing windows from being fired out of chutes. Bad for the station. ~Z
AM.throw_at(target, 3, 1)
qdel(H)
*/
/obj/structure/disposaloutlet/attackby(obj/item/attacking_item, mob/user)
if(!attacking_item || !user)
return
src.add_fingerprint(user)
if(attacking_item.tool_behaviour == TOOL_SCREWDRIVER)
if(mode==0)
mode=1
attacking_item.play_tool_sound(get_turf(src), 50)
to_chat(user, "You remove the screws around the power connection.")
return
else if(mode==1)
mode=0
attacking_item.play_tool_sound(get_turf(src), 50)
to_chat(user, "You attach the screws around the power connection.")
return
else if(attacking_item.tool_behaviour == TOOL_WELDER && mode==1)
var/obj/item/weldingtool/W = attacking_item
if(W.use(0,user))
to_chat(user, "You start slicing the floorweld off the disposal outlet.")
if(W.use_tool(src, user, 20, volume = 50))
if(!src || !W.isOn()) return
to_chat(user, "You slice the floorweld off the disposal outlet.")
var/obj/structure/disposalconstruct/C = new (src.loc)
src.transfer_fingerprints_to(C)
C.ptype = 7 // 7 = outlet
C.update()
C.anchored = 1
C.density = 1
qdel(src)
return
else
to_chat(user, "You need more welding fuel to complete this task.")
return
/**
* Called when movable is expelled from a disposal pipe or outlet
* By default does nothing, override for special behaviour
*/
/atom/movable/proc/pipe_eject(var/direction)
return
/**
* Check if mob has client, if so restore client view on eject
*/
/mob/pipe_eject(var/direction)
if (src.client)
src.client.perspective = MOB_PERSPECTIVE
src.client.eye = src
return
/obj/effect/decal/cleanable/blood/gibs/pipe_eject(var/direction)
var/list/dirs
if(direction)
dirs = list( direction, turn(direction, -45), turn(direction, 45))
else
dirs = GLOB.alldirs.Copy()
src.streak(dirs)
/obj/effect/decal/cleanable/blood/gibs/robot/pipe_eject(var/direction)
var/list/dirs
if(direction)
dirs = list( direction, turn(direction, -45), turn(direction, 45))
else
dirs = GLOB.alldirs.Copy()
src.streak(dirs)