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https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-25 17:41:56 +00:00
Metal and related materials now noticeable more user-friendly. Added new canister color: yellow "CAUTION". Used for newly created from metal canisters. Can be relabeled once. Some typos were fixed. dsay verb now uses fakekey in stealth mode. AI cannot remove the cell from the charger. Added alientalk chat prefix: ":a" by Barhandar. Also added keyboard layout independent russian prefixes. Binary translator done by more convenient may by Barhandar. Is possible now to wash bloody hands in sink. Probably fixed bug causes gibbed revheads be not counted as dead. Some other fixes. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@752 316c924e-a436-60f5-8080-3fe189b3f50e
948 lines
23 KiB
Plaintext
948 lines
23 KiB
Plaintext
// Disposal bin
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// Holds items for disposal into pipe system
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// Draws air from turf, gradually charges internal reservoir
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// Once full (~1 atm), uses air resv to flush items into the pipes
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// Automatically recharges air (unless off), will flush when ready if pre-set
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// Can hold items and human size things, no other draggables
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/obj/machinery/disposal
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name = "disposal unit"
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desc = "A pneumatic waste disposal unit."
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icon = 'disposal.dmi'
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icon_state = "disposal"
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anchored = 1
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density = 1
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var/datum/gas_mixture/air_contents // internal reservoir
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var/mode = 1 // item mode 0=off 1=charging 2=charged
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var/flush = 0 // true if flush handle is pulled
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var/obj/disposalpipe/trunk/trunk = null // the attached pipe trunk
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var/flushing = 0 // true if flushing in progress
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// create a new disposal
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// find the attached trunk (if present) and init gas resvr.
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New()
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..()
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spawn(5)
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trunk = locate() in src.loc
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if(!trunk)
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mode = 0
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flush = 0
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else
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trunk.linked = src // link the pipe trunk to self
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air_contents = new/datum/gas_mixture()
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//gas.volume = 1.05 * CELLSTANDARD
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update()
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// attack by item places it in to disposal
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attackby(var/obj/item/I, var/mob/user)
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if(stat & BROKEN)
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return
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var/obj/item/weapon/grab/G = I
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if(istype(G)) // handle grabbed mob
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if(ismob(G.affecting))
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var/mob/GM = G.affecting
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for (var/mob/V in viewers(usr))
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V.show_message("[usr] starts putting [GM.name] into the disposal.", 3)
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if(do_after(usr, 20))
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if (GM.client)
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GM.client.perspective = EYE_PERSPECTIVE
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GM.client.eye = src
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GM.loc = src
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for (var/mob/C in viewers(src))
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C.show_message("\red [GM.name] has been placed in the [src] by [user].", 3)
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del(G)
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else
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user.drop_item()
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I.loc = src
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user << "You place \the [I] into the [src]."
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for(var/mob/M in viewers(src))
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if(M == user)
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continue
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M.show_message("[user.name] places \the [I] into the [src].", 3)
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update()
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// mouse drop another mob or self
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//
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MouseDrop_T(mob/target, mob/user)
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if (!istype(target) || target.buckled || get_dist(user, src) > 1 || get_dist(user, target) > 1 || user.stat || istype(user, /mob/living/silicon/ai))
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return
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var/msg
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for (var/mob/V in viewers(usr))
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if(target == user && !user.stat)
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V.show_message("[usr] starts climbing into the disposal.", 3)
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if(target != user && !user.restrained())
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V.show_message("[usr] starts stuffing [target.name] into the disposal.", 3)
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if(!do_after(usr, 20))
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return
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if(target == user && !user.stat) // if drop self, then climbed in
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// must be awake
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msg = "[user.name] climbs into the [src]."
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user << "You climb into the [src]."
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else if(target != user && !user.restrained())
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msg = "[user.name] stuffs [target.name] into the [src]!"
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user << "You stuff [target.name] into the [src]!"
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else
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return
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if (target.client)
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target.client.perspective = EYE_PERSPECTIVE
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target.client.eye = src
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target.loc = src
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for (var/mob/C in viewers(src))
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if(C == user)
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continue
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C.show_message(msg, 3)
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update()
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return
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// can breath normally in the disposal
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alter_health()
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return get_turf(src)
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// attempt to move while inside
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relaymove(mob/user as mob)
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if(user.stat || src.flushing)
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return
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src.go_out(user)
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return
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// leave the disposal
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proc/go_out(mob/user)
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if (user.client)
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user.client.eye = user.client.mob
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user.client.perspective = MOB_PERSPECTIVE
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user.loc = src.loc
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update()
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return
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// monkeys can only pull the flush lever
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attack_paw(mob/user as mob)
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if(stat & BROKEN)
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return
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flush = !flush
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update()
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return
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// ai as human but can't flush
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attack_ai(mob/user as mob)
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interact(user, 1)
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// human interact with machine
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attack_hand(mob/user as mob)
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interact(user, 0)
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// user interaction
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proc/interact(mob/user, var/ai=0)
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src.add_fingerprint(user)
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if(stat & BROKEN)
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user.machine = null
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return
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var/dat = "<head><title>Waste Disposal Unit</title></head><body><TT><B>Waste Disposal Unit</B><HR>"
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if(!ai) // AI can't pull flush handle
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if(flush)
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dat += "Disposal handle: <A href='?src=\ref[src];handle=0'>Disengage</A> <B>Engaged</B>"
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else
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dat += "Disposal handle: <B>Disengaged</B> <A href='?src=\ref[src];handle=1'>Engage</A>"
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dat += "<BR><HR><A href='?src=\ref[src];eject=1'>Eject contents</A><HR>"
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if(mode == 0)
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dat += "Pump: <B>Off</B> <A href='?src=\ref[src];pump=1'>On</A><BR>"
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else if(mode == 1)
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dat += "Pump: <A href='?src=\ref[src];pump=0'>Off</A> <B>On</B> (pressurizing)<BR>"
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else
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dat += "Pump: <A href='?src=\ref[src];pump=0'>Off</A> <B>On</B> (idle)<BR>"
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var/per = 100* air_contents.return_pressure() / (2*ONE_ATMOSPHERE)
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dat += "Pressure: [round(per, 1)]%<BR></body>"
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user.machine = src
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user << browse(dat, "window=disposal;size=360x170")
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onclose(user, "disposal")
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// handle machine interaction
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Topic(href, href_list)
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..()
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src.add_fingerprint(usr)
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if(stat & BROKEN)
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return
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if(usr.stat || usr.restrained() || src.flushing)
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return
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if (in_range(src, usr) && istype(src.loc, /turf))
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usr.machine = src
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if(href_list["close"])
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usr.machine = null
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usr << browse(null, "window=disposal")
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return
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if(href_list["pump"])
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if(text2num(href_list["pump"]))
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mode = 1
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else
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mode = 0
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update()
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if(href_list["handle"])
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flush = text2num(href_list["handle"])
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update()
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if(href_list["eject"])
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eject()
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else
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usr << browse(null, "window=disposal")
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usr.machine = null
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return
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return
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// eject the contents of the disposal unit
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proc/eject()
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for(var/atom/movable/AM in src)
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AM.loc = src.loc
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AM.pipe_eject(0)
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update()
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// update the icon & overlays to reflect mode & status
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proc/update()
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overlays = null
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if(stat & BROKEN)
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icon_state = "disposal-broken"
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mode = 0
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flush = 0
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return
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// flush handle
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if(flush)
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overlays += image('disposal.dmi', "dispover-handle")
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// only handle is shown if no power
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if(stat & NOPOWER)
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return
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// check for items in disposal - occupied light
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if(contents.len > 0)
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overlays += image('disposal.dmi', "dispover-full")
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// charging and ready light
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if(mode == 1)
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overlays += image('disposal.dmi', "dispover-charge")
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else if(mode == 2)
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overlays += image('disposal.dmi', "dispover-ready")
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// timed process
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// charge the gas reservoir and perform flush if ready
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process()
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if(stat & BROKEN) // nothing can happen if broken
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return
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src.updateDialog()
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if(flush && air_contents.return_pressure() >= 2*ONE_ATMOSPHERE) // flush can happen even without power
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flush()
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if(stat & NOPOWER) // won't charge if no power
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return
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use_power(100) // base power usage
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if(mode != 1) // if off or ready, no need to charge
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return
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// otherwise charge
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use_power(500) // charging power usage
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var/atom/L = loc // recharging from loc turf
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var/datum/gas_mixture/env = L.return_air()
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var/pressure_delta = (ONE_ATMOSPHERE*2.1) - air_contents.return_pressure()
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if(env.temperature > 0)
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var/transfer_moles = 0.1 * pressure_delta*air_contents.volume/(env.temperature * R_IDEAL_GAS_EQUATION)
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//Actually transfer the gas
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var/datum/gas_mixture/removed = env.remove(transfer_moles)
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air_contents.merge(removed)
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// if full enough, switch to ready mode
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if(air_contents.return_pressure() >= 2*ONE_ATMOSPHERE)
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mode = 2
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update()
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return
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// perform a flush
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proc/flush()
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flushing = 1
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flick("disposal-flush", src)
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var/obj/disposalholder/H = new() // virtual holder object which actually
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// travels through the pipes.
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H.init(src) // copy the contents of disposer to holder
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air_contents = new() // new empty gas resv.
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sleep(10)
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playsound(src, 'disposalflush.ogg', 50, 0, 0)
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sleep(5) // wait for animation to finish
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H.start(src) // start the holder processing movement
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flushing = 0
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// now reset disposal state
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flush = 0
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if(mode == 2) // if was ready,
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mode = 1 // switch to charging
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update()
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return
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// called when area power changes
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power_change()
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..() // do default setting/reset of stat NOPOWER bit
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update() // update icon
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return
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// called when holder is expelled from a disposal
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// should usually only occur if the pipe network is modified
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proc/expel(var/obj/disposalholder/H)
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var/turf/target
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playsound(src, 'hiss.ogg', 50, 0, 0)
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for(var/atom/movable/AM in H)
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target = get_offset_target_turf(src.loc, rand(5)-rand(5), rand(5)-rand(5))
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AM.loc = src.loc
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AM.pipe_eject(0)
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spawn(1)
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if(AM)
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AM.throw_at(target, 5, 1)
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H.vent_gas(loc)
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del(H)
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// virtual disposal object
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// travels through pipes in lieu of actual items
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// contents will be items flushed by the disposal
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// this allows the gas flushed to be tracked
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/obj/disposalholder
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invisibility = 101
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var/datum/gas_mixture/gas = null // gas used to flush, will appear at exit point
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var/active = 0 // true if the holder is moving, otherwise inactive
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dir = 0
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var/count = 1000 //*** can travel 1000 steps before going inactive (in case of loops)
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var/has_fat_guy = 0 // true if contains a fat person
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// initialize a holder from the contents of a disposal unit
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proc/init(var/obj/machinery/disposal/D)
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gas = D.air_contents // transfer gas resv. into holder object
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// now everything inside the disposal gets put into the holder
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// note AM since can contain mobs or objs
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for(var/atom/movable/AM in D)
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AM.loc = src
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if(istype(AM, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = AM
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if(H.mutations & 32) // is a human and fat?
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has_fat_guy = 1 // set flag on holder
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// start the movement process
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// argument is the disposal unit the holder started in
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proc/start(var/obj/machinery/disposal/D)
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if(!D.trunk)
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D.expel(src) // no trunk connected, so expel immediately
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return
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loc = D.trunk
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active = 1
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dir = DOWN
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spawn(1)
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process() // spawn off the movement process
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return
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// movement process, persists while holder is moving through pipes
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proc/process()
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var/obj/disposalpipe/last
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while(active)
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if(has_fat_guy && prob(2)) // chance of becoming stuck per segment if contains a fat guy
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active = 0
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// find the fat guys
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for(var/mob/living/carbon/human/H in src)
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break
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sleep(1) // was 1
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var/obj/disposalpipe/curr = loc
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last = curr
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curr = curr.transfer(src)
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if(!curr)
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last.expel(src, loc, dir)
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//
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if(!(count--))
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active = 0
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return
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// find the turf which should contain the next pipe
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proc/nextloc()
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return get_step(loc,dir)
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// find a matching pipe on a turf
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proc/findpipe(var/turf/T)
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if(!T)
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return null
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var/fdir = turn(dir, 180) // flip the movement direction
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for(var/obj/disposalpipe/P in T)
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if(fdir & P.dpdir) // find pipe direction mask that matches flipped dir
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return P
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// if no matching pipe, return null
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return null
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// merge two holder objects
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// used when a a holder meets a stuck holder
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proc/merge(var/obj/disposalholder/other)
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for(var/atom/movable/AM in other)
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AM.loc = src // move everything in other holder to this one
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if(ismob(AM))
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var/mob/M = AM
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if(M.client) // if a client mob, update eye to follow this holder
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M.client.eye = src
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if(other.has_fat_guy)
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has_fat_guy = 1
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del(other)
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// called when player tries to move while in a pipe
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relaymove(mob/user as mob)
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if (user.stat)
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return
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if (src.loc)
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for (var/mob/M in hearers(src.loc.loc))
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M << "<FONT size=[max(0, 5 - get_dist(src, M))]>CLONG, clong!</FONT>"
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playsound(src.loc, 'clang.ogg', 50, 0, 0)
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// called to vent all gas in holder to a location
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proc/vent_gas(var/atom/location)
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location.assume_air(gas) // vent all gas to turf
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return
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// Disposal pipes
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/obj/disposalpipe
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icon = 'disposal.dmi'
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name = "disposal pipe"
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desc = "An underfloor disposal pipe."
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anchored = 1
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density = 0
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level = 1 // underfloor only
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var/dpdir = 0 // bitmask of pipe directions
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dir = 0 // dir will contain dominant direction for junction pipes
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var/health = 10 // health points 0-10
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layer = 2.4 // slightly lower than wires
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var/base_icon_state // initial icon state on map
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// new pipe, set the icon_state as on map
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New()
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..()
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base_icon_state = icon_state
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return
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// pipe is deleted
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// ensure if holder is present, it is expelled
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Del()
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var/obj/disposalholder/H = locate() in src
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if(H)
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// holder was present
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H.active = 0
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var/turf/T = src.loc
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if(T.density)
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// deleting pipe is inside a dense turf (wall)
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// this is unlikely, but just dump out everything into the turf in case
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for(var/atom/movable/AM in H)
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AM.loc = T
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AM.pipe_eject(0)
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del(H)
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..()
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return
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// otherswise, do normal expel from turf
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expel(H, T, 0)
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..()
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// returns the direction of the next pipe object, given the entrance dir
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// by default, returns the bitmask of remaining directions
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proc/nextdir(var/fromdir)
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return dpdir & (~turn(fromdir, 180))
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// transfer the holder through this pipe segment
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// overriden for special behaviour
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//
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proc/transfer(var/obj/disposalholder/H)
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var/nextdir = nextdir(H.dir)
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H.dir = nextdir
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var/turf/T = H.nextloc()
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var/obj/disposalpipe/P = H.findpipe(T)
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if(P)
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// find other holder in next loc, if inactive merge it with current
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var/obj/disposalholder/H2 = locate() in P
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if(H2 && !H2.active)
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H.merge(H2)
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H.loc = P
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else // if wasn't a pipe, then set loc to turf
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H.loc = T
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return null
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return P
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// update the icon_state to reflect hidden status
|
|
proc/update()
|
|
var/turf/T = src.loc
|
|
hide(T.intact && !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
|
|
hide(var/intact)
|
|
invisibility = intact ? 101: 0 // hide if floor is intact
|
|
updateicon()
|
|
|
|
// update actual icon_state depending on visibility
|
|
// if invisible, append "f" to icon_state to show faded version
|
|
// this will be revealed if a T-scanner is used
|
|
// if visible, use regular icon_state
|
|
proc/updateicon()
|
|
if(invisibility)
|
|
icon_state = "[base_icon_state]f"
|
|
else
|
|
icon_state = base_icon_state
|
|
return
|
|
|
|
|
|
// expel the held objects into a turf
|
|
// called when there is a break in the pipe
|
|
//
|
|
|
|
proc/expel(var/obj/disposalholder/H, var/turf/T, var/direction)
|
|
|
|
var/turf/target
|
|
|
|
if(T.density) // dense ouput turf, so stop holder
|
|
H.active = 0
|
|
H.loc = src
|
|
return
|
|
if(T.intact && istype(T,/turf/simulated/floor)) //intact floor, pop the tile
|
|
var/turf/simulated/floor/F = T
|
|
//F.health = 100
|
|
F.burnt = 1
|
|
F.intact = 0
|
|
F.levelupdate()
|
|
new /obj/item/stack/tile(H) // add to holder so it will be thrown with other stuff
|
|
F.icon_state = "Floor[F.burnt ? "1" : ""]"
|
|
|
|
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, 'hiss.ogg', 50, 0, 0)
|
|
for(var/atom/movable/AM in H)
|
|
AM.loc = T
|
|
AM.pipe_eject(direction)
|
|
spawn(1)
|
|
if(AM)
|
|
AM.throw_at(target, 100, 1)
|
|
H.vent_gas(T)
|
|
del(H)
|
|
|
|
else // no specified direction, so throw in random direction
|
|
|
|
playsound(src, 'hiss.ogg', 50, 0, 0)
|
|
for(var/atom/movable/AM in H)
|
|
target = get_offset_target_turf(T, rand(5)-rand(5), rand(5)-rand(5))
|
|
|
|
AM.loc = T
|
|
AM.pipe_eject(0)
|
|
spawn(1)
|
|
if(AM)
|
|
AM.throw_at(target, 5, 1)
|
|
|
|
H.vent_gas(T) // all gas vent to turf
|
|
del(H)
|
|
|
|
return
|
|
|
|
// 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
|
|
proc/broken(var/remains = 0)
|
|
if(remains)
|
|
for(var/D in cardinal)
|
|
if(D & dpdir)
|
|
var/obj/disposalpipe/broken/P = new(src.loc)
|
|
P.dir = D
|
|
|
|
src.invisibility = 101 // make invisible (since we won't delete the pipe immediately)
|
|
var/obj/disposalholder/H = locate() in src
|
|
if(H)
|
|
// holder was present
|
|
H.active = 0
|
|
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.loc = T
|
|
AM.pipe_eject(0)
|
|
del(H)
|
|
return
|
|
|
|
// otherswise, do normal expel from turf
|
|
expel(H, T, 0)
|
|
|
|
spawn(2) // delete pipe after 2 ticks to ensure expel proc finished
|
|
del(src)
|
|
|
|
|
|
// pipe affected by explosion
|
|
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 health for brokenness
|
|
proc/healthcheck()
|
|
if(health < -2)
|
|
broken(0)
|
|
else if(health<1)
|
|
broken(1)
|
|
return
|
|
|
|
//attack by item
|
|
//weldingtool: unfasten and convert to obj/disposalconstruct
|
|
|
|
attackby(var/obj/item/I, var/mob/user)
|
|
|
|
var/turf/T = src.loc
|
|
if(T.intact)
|
|
return // prevent interaction with T-scanner revealed pipes
|
|
|
|
if(istype(I, /obj/item/weapon/weldingtool))
|
|
var/obj/item/weapon/weldingtool/W = I
|
|
|
|
if(W.welding)
|
|
if(W.get_fuel() > 3)
|
|
W.use_fuel(3)
|
|
playsound(src.loc, 'Welder2.ogg', 100, 1)
|
|
|
|
// check if anything changed over 2 seconds
|
|
var/turf/uloc = user.loc
|
|
var/atom/wloc = W.loc
|
|
user << "Slicing the disposal pipe."
|
|
sleep(30)
|
|
if(user.loc == uloc && wloc == W.loc)
|
|
|
|
welded()
|
|
else
|
|
user << "You must stay still while welding the pipe."
|
|
return
|
|
else
|
|
user << "You need more welding fuel to cut the pipe."
|
|
return
|
|
|
|
// called when pipe is cut with welder
|
|
proc/welded()
|
|
|
|
var/obj/disposalconstruct/C = new (src.loc)
|
|
switch(base_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
|
|
|
|
C.dir = dir
|
|
C.update()
|
|
|
|
del(src)
|
|
|
|
// *** TEST verb
|
|
//client/verb/dispstop()
|
|
// for(var/obj/disposalholder/H in world)
|
|
// H.active = 0
|
|
|
|
// a straight or bent segment
|
|
/obj/disposalpipe/segment
|
|
icon_state = "pipe-s"
|
|
|
|
New()
|
|
..()
|
|
if(icon_state == "pipe-s")
|
|
dpdir = dir | turn(dir, 180)
|
|
else
|
|
dpdir = dir | turn(dir, -90)
|
|
|
|
update()
|
|
return
|
|
|
|
|
|
|
|
|
|
//a three-way junction with dir being the dominant direction
|
|
/obj/disposalpipe/junction
|
|
icon_state = "pipe-j1"
|
|
|
|
New()
|
|
..()
|
|
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()
|
|
return
|
|
|
|
|
|
// 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
|
|
|
|
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)
|
|
|
|
|
|
|
|
|
|
//a trunk joining to a disposal bin or outlet on the same turf
|
|
/obj/disposalpipe/trunk
|
|
icon_state = "pipe-t"
|
|
var/obj/linked // the linked obj/machinery/disposal or obj/disposaloutlet
|
|
|
|
New()
|
|
..()
|
|
dpdir = dir
|
|
spawn(1)
|
|
getlinked()
|
|
|
|
update()
|
|
return
|
|
|
|
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/disposaloutlet/O = locate() in src.loc
|
|
if(O)
|
|
linked = O
|
|
|
|
update()
|
|
return
|
|
|
|
// 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)
|
|
|
|
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/disposaloutlet/O = linked
|
|
if(istype(O))
|
|
O.expel(H) // expel at outlet
|
|
else
|
|
var/obj/machinery/disposal/D = linked
|
|
D.expel(H) // expel at disposal
|
|
else
|
|
src.expel(H, src.loc, 0) // expel at turf
|
|
return null
|
|
|
|
// nextdir
|
|
|
|
nextdir(var/fromdir)
|
|
if(fromdir == DOWN)
|
|
return dir
|
|
else
|
|
return 0
|
|
|
|
// a broken pipe
|
|
/obj/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."
|
|
|
|
New()
|
|
..()
|
|
update()
|
|
return
|
|
|
|
// called when welded
|
|
// for broken pipe, remove and turn into scrap
|
|
|
|
welded()
|
|
var/obj/item/scrap/S = new(src.loc)
|
|
S.set_components(200,0,0)
|
|
del(src)
|
|
|
|
// the disposal outlet machine
|
|
|
|
/obj/disposaloutlet
|
|
name = "disposal outlet"
|
|
desc = "An outlet for the pneumatic disposal system."
|
|
icon = 'disposal.dmi'
|
|
icon_state = "outlet"
|
|
density = 1
|
|
anchored = 1
|
|
var/active = 0
|
|
var/turf/target // this will be where the output objects are 'thrown' to.
|
|
|
|
New()
|
|
..()
|
|
|
|
spawn(1)
|
|
target = get_ranged_target_turf(src, dir, 10)
|
|
|
|
// expel the contents of the holder object, then delete it
|
|
// called when the holder exits the outlet
|
|
proc/expel(var/obj/disposalholder/H)
|
|
|
|
flick("outlet-open", src)
|
|
playsound(src, 'warning-buzzer.ogg', 50, 0, 0)
|
|
sleep(20) //wait until correct animation frame
|
|
playsound(src, 'hiss.ogg', 50, 0, 0)
|
|
|
|
|
|
for(var/atom/movable/AM in H)
|
|
AM.loc = src.loc
|
|
AM.pipe_eject(dir)
|
|
spawn(1)
|
|
AM.throw_at(target, 3, 1)
|
|
H.vent_gas(src.loc)
|
|
del(H)
|
|
|
|
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/decal/cleanable/blood/gibs/pipe_eject(var/direction)
|
|
var/list/dirs
|
|
if(direction)
|
|
dirs = list( direction, turn(direction, -45), turn(direction, 45))
|
|
else
|
|
dirs = alldirs.Copy()
|
|
|
|
src.streak(dirs)
|
|
|
|
/obj/decal/cleanable/robot_debris/gib/pipe_eject(var/direction)
|
|
var/list/dirs
|
|
if(direction)
|
|
dirs = list( direction, turn(direction, -45), turn(direction, 45))
|
|
else
|
|
dirs = alldirs.Copy()
|
|
|
|
src.streak(dirs)
|