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Aurora.3/code/modules/recycling/conveyor2.dm
skull132 3f1416e2e5 Fixes #179
Merge pull request #11121 from Dennok/patch-1
2016-03-25 16:52:49 +02:00

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//conveyor2 is pretty much like the original, except it supports corners, but not diverters.
//note that corner pieces transfer stuff clockwise when running forward, and anti-clockwise backwards.
/obj/machinery/conveyor
icon = 'icons/obj/recycling.dmi'
icon_state = "conveyor0"
name = "conveyor belt"
desc = "A conveyor belt."
layer = 2 // so they appear under stuff
anchored = 1
var/operating = 0 // 1 if running forward, -1 if backwards, 0 if off
var/operable = 1 // true if can operate (no broken segments in this belt run)
var/forwards // this is the default (forward) direction, set by the map dir
var/backwards // hopefully self-explanatory
var/movedir // the actual direction to move stuff in
var/list/affecting // the list of all items that will be moved this ptick
var/id = "" // the control ID - must match controller ID
/obj/machinery/conveyor/centcom_auto
id = "round_end_belt"
// create a conveyor
/obj/machinery/conveyor/New(loc, newdir, on = 0)
..(loc)
if(newdir)
set_dir(newdir)
if(dir & (dir-1)) // Diagonal. Forwards is *away* from dir, curving to the right.
forwards = turn(dir, 135)
backwards = turn(dir, 45)
else
forwards = dir
backwards = turn(dir, 180)
if(on)
operating = 1
setmove()
/obj/machinery/conveyor/proc/setmove()
if(operating == 1)
movedir = forwards
else if(operating == -1)
movedir = backwards
else operating = 0
update()
/obj/machinery/conveyor/proc/update()
if(stat & BROKEN)
icon_state = "conveyor-broken"
operating = 0
return
if(!operable)
operating = 0
if(stat & NOPOWER)
operating = 0
icon_state = "conveyor[operating]"
// machine process
// move items to the target location
/obj/machinery/conveyor/process()
if(stat & (BROKEN | NOPOWER))
return
if(!operating)
return
use_power(100)
affecting = loc.contents - src // moved items will be all in loc
spawn(1) // slight delay to prevent infinite propagation due to map order //TODO: please no spawn() in process(). It's a very bad idea
var/items_moved = 0
for(var/atom/movable/A in affecting)
if(!A.anchored)
if(A.loc == src.loc) // prevents the object from being affected if it's not currently here.
step(A,movedir)
items_moved++
if(items_moved >= 10)
break
// attack with item, place item on conveyor
/obj/machinery/conveyor/attackby(var/obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/crowbar))
if(!(stat & BROKEN))
var/obj/item/conveyor_construct/C = new/obj/item/conveyor_construct(src.loc)
C.id = id
transfer_fingerprints_to(C)
user << "<span class='notice'>You remove the conveyor belt.</span>"
qdel(src)
return
if(isrobot(user)) return //Carn: fix for borgs dropping their modules on conveyor belts
if(I.loc != user) return // This should stop mounted modules ending up outside the module.
user.drop_item(get_turf(src))
return
// attack with hand, move pulled object onto conveyor
/obj/machinery/conveyor/attack_hand(mob/user as mob)
if ((!( user.canmove ) || user.restrained() || !( user.pulling )))
return
if (user.pulling.anchored)
return
if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1))
return
if (ismob(user.pulling))
var/mob/M = user.pulling
M.stop_pulling()
step(user.pulling, get_dir(user.pulling.loc, src))
user.stop_pulling()
else
step(user.pulling, get_dir(user.pulling.loc, src))
user.stop_pulling()
return
// make the conveyor broken
// also propagate inoperability to any connected conveyor with the same ID
/obj/machinery/conveyor/proc/broken()
stat |= BROKEN
update()
var/obj/machinery/conveyor/C = locate() in get_step(src, dir)
if(C)
C.set_operable(dir, id, 0)
C = locate() in get_step(src, turn(dir,180))
if(C)
C.set_operable(turn(dir,180), id, 0)
//set the operable var if ID matches, propagating in the given direction
/obj/machinery/conveyor/proc/set_operable(stepdir, match_id, op)
if(id != match_id)
return
operable = op
update()
var/obj/machinery/conveyor/C = locate() in get_step(src, stepdir)
if(C)
C.set_operable(stepdir, id, op)
/*
/obj/machinery/conveyor/verb/destroy()
set src in view()
src.broken()
*/
/obj/machinery/conveyor/power_change()
..()
update()
// the conveyor control switch
//
//
/obj/machinery/conveyor_switch
name = "conveyor switch"
desc = "A conveyor control switch."
icon = 'icons/obj/recycling.dmi'
icon_state = "switch-off"
var/position = 0 // 0 off, -1 reverse, 1 forward
var/last_pos = -1 // last direction setting
var/operated = 1 // true if just operated
var/id = "" // must match conveyor IDs to control them
var/list/conveyors // the list of converyors that are controlled by this switch
anchored = 1
/obj/machinery/conveyor_switch/New(loc, newid)
..(loc)
if(!id)
id = newid
update()
spawn(5) // allow map load
conveyors = list()
for(var/obj/machinery/conveyor/C in world)
if(C.id == id)
conveyors += C
// update the icon depending on the position
/obj/machinery/conveyor_switch/proc/update()
if(position<0)
icon_state = "switch-rev"
else if(position>0)
icon_state = "switch-fwd"
else
icon_state = "switch-off"
// timed process
// if the switch changed, update the linked conveyors
/obj/machinery/conveyor_switch/process()
if(!operated)
return
operated = 0
for(var/obj/machinery/conveyor/C in conveyors)
C.operating = position
C.setmove()
// attack with hand, switch position
/obj/machinery/conveyor_switch/attack_hand(mob/user)
if(!allowed(user))
user << "<span class='warning'>Access denied.</span>"
return
if(position == 0)
if(last_pos < 0)
position = 1
last_pos = 0
else
position = -1
last_pos = 0
else
last_pos = position
position = 0
operated = 1
update()
// find any switches with same id as this one, and set their positions to match us
for(var/obj/machinery/conveyor_switch/S in world)
if(S.id == src.id)
S.position = position
S.update()
/obj/machinery/conveyor_switch/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/crowbar))
var/obj/item/conveyor_switch_construct/C = new/obj/item/conveyor_switch_construct(src.loc)
C.id = id
transfer_fingerprints_to(C)
user << "<span class='notice'>You deattach the conveyor switch.</span>"
qdel(src)
/obj/machinery/conveyor_switch/oneway
var/convdir = 1 //Set to 1 or -1 depending on which way you want the convayor to go. (In other words keep at 1 and set the proper dir on the belts.)
desc = "A conveyor control switch. It appears to only go in one direction."
// attack with hand, switch position
/obj/machinery/conveyor_switch/oneway/attack_hand(mob/user)
if(position == 0)
position = convdir
else
position = 0
operated = 1
update()
// find any switches with same id as this one, and set their positions to match us
for(var/obj/machinery/conveyor_switch/S in world)
if(S.id == src.id)
S.position = position
S.update()
//
// CONVEYOR CONSTRUCTION STARTS HERE
//
/obj/item/conveyor_construct
icon = 'icons/obj/recycling.dmi'
icon_state = "conveyor0"
name = "conveyor belt assembly"
desc = "A conveyor belt assembly."
w_class = 4
var/id = "" //inherited by the belt
/obj/item/conveyor_construct/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/conveyor_switch_construct))
user << "<span class='notice'>You link the switch to the conveyor belt assembly.</span>"
var/obj/item/conveyor_switch_construct/C = I
id = C.id
/obj/item/conveyor_construct/afterattack(atom/A, mob/user, proximity)
if(!proximity || !istype(A, /turf/simulated/floor) || istype(A, /area/shuttle) || user.incapacitated())
return
var/cdir = get_dir(A, user)
if(!(cdir in cardinal) || A == user.loc)
return
for(var/obj/machinery/conveyor/CB in A)
if(CB.dir == cdir || CB.dir == turn(cdir,180))
return
cdir |= CB.dir
qdel(CB)
var/obj/machinery/conveyor/C = new/obj/machinery/conveyor(A,cdir)
C.id = id
transfer_fingerprints_to(C)
qdel(src)
/obj/item/conveyor_switch_construct
name = "conveyor switch assembly"
desc = "A conveyor control switch assembly."
icon = 'icons/obj/recycling.dmi'
icon_state = "switch-off"
w_class = 4
var/id = "" //inherited by the switch
/obj/item/conveyor_switch_construct/New()
..()
id = rand() //this couldn't possibly go wrong
/obj/item/conveyor_switch_construct/afterattack(atom/A, mob/user, proximity)
if(!proximity || !istype(A, /turf/simulated/floor) || istype(A, /area/shuttle) || user.incapacitated())
return
var/found = 0
for(var/obj/machinery/conveyor/C in view())
if(C.id == src.id)
found = 1
break
if(!found)
user << "\icon[src]<span class=notice>The conveyor switch did not detect any linked conveyor belts in range.</span>"
return
var/obj/machinery/conveyor_switch/NC = new/obj/machinery/conveyor_switch(A, id)
transfer_fingerprints_to(NC)
qdel(src)