Files
Aurora.3/code/modules/recycling/disposal.dm
NanakoAC da63b8d171 Gripper overhaul + New borg sprites (#1518)
Fixes #1489 
Fixes #1499 

Grippers basically torn up and remade, i went down to the root and incorporated them into cyborg click and inventory code. This should make them resistant against future bugs.
Fixes all current known gripper bugs. Grippers work properly with all the stuff they should. Minor tweaks to borg modules.

In addition, i went and raided VG, TG, paradise and bay repositories, and ported all their best sprites that were suitable for us. VG station was the most lucrative by far, about 70% of the new ones came from there.
2017-01-13 00:07:18 +02:00

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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
#define SEND_PRESSURE (700 + ONE_ATMOSPHERE) //kPa - assume the inside of a dispoal pipe is 1 atm, so that needs to be added.
#define PRESSURE_TANK_VOLUME 150 //L
#define PUMP_MAX_FLOW_RATE 90 //L/s - 4 m/s using a 15 cm by 15 cm inlet
/obj/machinery/disposal
name = "disposal unit"
desc = "A pneumatic waste disposal unit."
icon = 'icons/obj/pipes/disposal.dmi'
icon_state = "disposal"
anchored = 1
density = 1
var/datum/gas_mixture/air_contents // internal reservoir
var/mode = 1 // item mode 0=off 1=charging 2=charged
var/flush = 0 // true if flush handle is pulled
var/obj/structure/disposalpipe/trunk/trunk = null // the attached pipe trunk
var/flushing = 0 // true if flushing in progress
var/flush_every_ticks = 30 //Every 30 ticks it will look whether it is ready to flush
var/flush_count = 0 //this var adds 1 once per tick. When it reaches flush_every_ticks it resets and tries to flush.
var/last_sound = 0
active_power_usage = 2200 //the pneumatic pump power. 3 HP ~ 2200W
idle_power_usage = 100
// create a new disposal
// find the attached trunk (if present) and init gas resvr.
/obj/machinery/disposal/New()
..()
spawn(5)
trunk = locate() in src.loc
if(!trunk)
mode = 0
flush = 0
else
trunk.linked = src // link the pipe trunk to self
air_contents = new/datum/gas_mixture(PRESSURE_TANK_VOLUME)
update()
/obj/machinery/disposal/Destroy()
eject()
if(trunk)
trunk.linked = null
return ..()
// attack by item places it in to disposal
/obj/machinery/disposal/attackby(var/obj/item/I, var/mob/user)
if(stat & BROKEN || !I || !user)
return
src.add_fingerprint(user)
if(mode<=0) // It's off
if(istype(I, /obj/item/weapon/screwdriver))
if(contents.len > 0)
user << "Eject the items first!"
return
if(mode==0) // It's off but still not unscrewed
mode=-1 // Set it to doubleoff l0l
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "You remove the screws around the power connection."
return
else if(mode==-1)
mode=0
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "You attach the screws around the power connection."
return
else if(istype(I,/obj/item/weapon/weldingtool) && mode==-1)
if(contents.len > 0)
user << "Eject the items first!"
return
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
user << "You start slicing the floorweld off the disposal unit."
if(do_after(user,20))
if(!src || !W.isOn()) return
user << "You sliced the floorweld off the disposal unit."
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()
qdel(src)
return
else
user << "You need more welding fuel to complete this task."
return
if(istype(I, /obj/item/weapon/melee/energy/blade))
user << "You can't place that item inside the disposal unit."
return
if(istype(I, /obj/item/weapon/storage/bag/trash))
var/obj/item/weapon/storage/bag/trash/T = I
user << "\blue You empty the bag."
for(var/obj/item/O in T.contents)
T.remove_from_storage(O,src)
T.update_icon()
update()
return
else if (istype (I, /obj/item/device/lightreplacer))
var/count = 0
var/obj/item/device/lightreplacer/R = I
if (R.store_broken)
for(var/obj/item/weapon/light/L in R.contents)
count++
L.forceMove(src)
if (count)
user << "\blue You empty [count] broken bulbs into the disposal."
else
user << "\blue There are no broken bulbs to empty out."
update()
return
var/obj/item/weapon/grab/G = I
if(istype(G)) // handle grabbed mob
if(ismob(G.affecting))
var/mob/GM = G.affecting
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("\red [GM.name] has been placed in the [src] by [user].", 3)
qdel(G)
usr.attack_log += text("\[[time_stamp()]\] <font color='red'>Has placed [GM.name] ([GM.ckey]) in disposals.</font>")
GM.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been placed in disposals by [usr.name] ([usr.ckey])</font>")
msg_admin_attack("[usr] ([usr.ckey]) placed [GM] ([GM.ckey]) in a disposals unit. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[usr.x];Y=[usr.y];Z=[usr.z]'>JMP</a>)")
return
if(!dropsafety(I))
return
if(!I)
return
user.drop_item()
if(I)
I.forceMove(src)
user << "You place \the [I] into the [src]."
for(var/mob/M in viewers(src))
if(M == user)
continue
M.show_message("[user.name] places \the [I] into the [src].", 3)
update()
// mouse drop another mob or self
//
/obj/machinery/disposal/MouseDrop_T(mob/target, mob/user)
if(user.stat || !user.canmove || !istype(target))
return
if(target.buckled || 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
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(target == user && !user.stat && !user.weakened && !user.stunned && !user.paralysis) // if drop self, then climbed in
// must be awake, not stunned or whatever
msg = "[user.name] climbs into the [src]."
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]!"
user << "You stuff [target.name] into the [src]!"
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Has placed [target.name] ([target.ckey]) in disposals.</font>")
target.attack_log += text("\[[time_stamp()]\] <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='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
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()
return
// attempt to move while inside
/obj/machinery/disposal/relaymove(mob/user as mob)
if(user.stat || src.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)
interact(user, 1)
// human interact with machine
/obj/machinery/disposal/attack_hand(mob/user as mob)
if(stat & BROKEN)
return
if(user && user.loc == src)
usr << "\red You cannot reach the controls from inside."
return
// Clumsy folks can only flush it.
if(user.IsAdvancedToolUser(1))
interact(user, 0)
else
flush = !flush
update()
return
// user interaction
/obj/machinery/disposal/interact(mob/user, var/ai=0)
src.add_fingerprint(user)
if(stat & BROKEN)
user.unset_machine()
return
var/dat = "<head><title>Waste Disposal Unit</title></head><body><TT><B>Waste Disposal Unit</B><HR>"
if(!ai) // AI can't pull flush handle
if(flush)
dat += "Disposal handle: <A href='?src=\ref[src];handle=0'>Disengage</A> <B>Engaged</B>"
else
dat += "Disposal handle: <B>Disengaged</B> <A href='?src=\ref[src];handle=1'>Engage</A>"
dat += "<BR><HR><A href='?src=\ref[src];eject=1'>Eject contents</A><HR>"
if(mode <= 0)
dat += "Pump: <B>Off</B> <A href='?src=\ref[src];pump=1'>On</A><BR>"
else if(mode == 1)
dat += "Pump: <A href='?src=\ref[src];pump=0'>Off</A> <B>On</B> (pressurizing)<BR>"
else
dat += "Pump: <A href='?src=\ref[src];pump=0'>Off</A> <B>On</B> (idle)<BR>"
var/per = 100* air_contents.return_pressure() / (SEND_PRESSURE)
dat += "Pressure: [round(per, 1)]%<BR></body>"
user.set_machine(src)
user << browse(dat, "window=disposal;size=360x170")
onclose(user, "disposal")
// handle machine interaction
/obj/machinery/disposal/Topic(href, href_list)
if(usr.loc == src)
usr << "\red You cannot reach the controls from inside."
return
if(mode==-1 && !href_list["eject"]) // only allow ejecting if mode is -1
usr << "\red The disposal units power is disabled."
return
if(..())
return
if(stat & BROKEN)
return
if(usr.stat || usr.restrained() || src.flushing)
return
if(istype(src.loc, /turf))
usr.set_machine(src)
if(href_list["close"])
usr.unset_machine()
usr << browse(null, "window=disposal")
return
if(href_list["pump"])
if(text2num(href_list["pump"]))
mode = 1
else
mode = 0
update()
if(!isAI(usr))
if(href_list["handle"])
flush = text2num(href_list["handle"])
update()
if(href_list["eject"])
eject()
else
usr << browse(null, "window=disposal")
usr.unset_machine()
return
return
// 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()
overlays.Cut()
if(stat & BROKEN)
icon_state = "disposal-broken"
mode = 0
flush = 0
return
// flush handle
if(flush)
overlays += image('icons/obj/pipes/disposal.dmi', "dispover-handle")
// only handle is shown if no power
if(stat & NOPOWER || mode == -1)
return
// check for items in disposal - occupied light
if(contents.len > 0)
overlays += image('icons/obj/pipes/disposal.dmi', "dispover-full")
// charging and ready light
if(mode == 1)
overlays += image('icons/obj/pipes/disposal.dmi', "dispover-charge")
else if(mode == 2)
overlays += image('icons/obj/pipes/disposal.dmi', "dispover-ready")
// timed process
// charge the gas reservoir and perform flush if ready
/obj/machinery/disposal/process()
if(!air_contents || (stat & BROKEN)) // nothing can happen if broken
update_use_power(0)
return
flush_count++
if( flush_count >= flush_every_ticks )
if( contents.len )
if(mode == 2)
spawn(0)
feedback_inc("disposal_auto_flush",1)
flush()
flush_count = 0
src.updateDialog()
if(flush && air_contents.return_pressure() >= SEND_PRESSURE ) // flush can happen even without power
flush()
if(mode != 1) //if off or ready, no need to charge
update_use_power(1)
else if(air_contents.return_pressure() >= SEND_PRESSURE)
mode = 2 //if full enough, switch to ready mode
update()
else
src.pressurize() //otherwise charge
/obj/machinery/disposal/proc/pressurize()
if(stat & NOPOWER) // won't charge if no power
update_use_power(0)
return
var/atom/L = loc // recharging from loc turf
var/datum/gas_mixture/env = L.return_air()
var/power_draw = -1
if(env && env.temperature > 0)
var/transfer_moles = (PUMP_MAX_FLOW_RATE/env.volume)*env.total_moles //group_multiplier is divided out here
power_draw = pump_gas(src, env, air_contents, transfer_moles, active_power_usage)
if (power_draw > 0)
use_power(power_draw)
// perform a flush
/obj/machinery/disposal/proc/flush()
flushing = 1
flick("[icon_state]-flush", src)
var/wrapcheck = 0
var/obj/structure/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
sleep(5) // wait for animation to finish
H.init(src, air_contents) // copy the contents of disposer to holder
air_contents = new(PRESSURE_TANK_VOLUME) // new empty gas resv.
H.start(src) // start the holder processing movement
flushing = 0
// now reset disposal state
flush = 0
if(mode == 2) // if was ready,
mode = 1 // switch to charging
update()
return
// called when area power changes
/obj/machinery/disposal/power_change()
..() // do default setting/reset of stat NOPOWER bit
update() // update icon
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/structure/disposalholder/H)
var/turf/target
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
if(H) // 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
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)
if(!istype(AM,/mob/living/silicon/robot/drone)) //Poor drones kept smashing windows and taking system damage being fired out of disposals. ~Z
spawn(1)
if(AM)
AM.throw_at(target, 5, 1)
H.vent_gas(loc)
qdel(H)
/obj/machinery/disposal/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if (istype(mover,/obj/item) && mover.throwing)
var/obj/item/I = mover
if(istype(I, /obj/item/projectile))
return
if(prob(75))
I.forceMove(src)
for(var/mob/M in viewers(src))
M.show_message("\The [I] lands in \the [src].", 3)
else
for(var/mob/M in viewers(src))
M.show_message("\The [I] bounces off of \the [src]'s rim!", 3)
return 0
else
return ..(mover, target, height, air_group)
// 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/structure/disposalholder
invisibility = 101
var/datum/gas_mixture/gas = null // gas used to flush, will appear at exit point
var/active = 0 // true if the holder is moving, otherwise inactive
dir = 0
var/count = 2048 //*** can travel 2048 steps before going inactive (in case of loops)
var/destinationTag = "" // changes if contains a delivery container
var/tomail = 0 //changes if contains wrapped package
var/hasmob = 0 //If it contains a mob
var/partialTag = "" //set by a partial tagger the first time round, then put in destinationTag if it goes through again.
// initialize a holder from the contents of a disposal unit
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)
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
proc/start(var/obj/machinery/disposal/D)
if(!D.trunk)
D.expel(src) // no trunk connected, so expel immediately
return
forceMove(D.trunk)
active = 1
set_dir(DOWN)
spawn(1)
move() // spawn off the movement process
return
// movement process, persists while holder is moving through pipes
proc/move()
var/obj/structure/disposalpipe/last
while(active)
sleep(1) // was 1
if(!loc) return // check if we got GC'd
if(hasmob && prob(3))
for(var/mob/living/H in src)
if(!istype(H,/mob/living/silicon/robot/drone)) //Drones use the mailing code to move through the disposal system,
H.take_overall_damage(20, 0, "Blunt Trauma")//horribly maim any living creature jumping down disposals. c'est la vie
var/obj/structure/disposalpipe/curr = loc
last = curr
curr = curr.transfer(src)
if(!loc) return //side effects
if(!curr)
last.expel(src, loc, dir)
//
if(!(count--))
active = 0
return
// find the turf which should contain the next pipe
proc/nextloc()
return get_step(loc,dir)
// find a matching pipe on a turf
proc/findpipe(var/turf/T)
if(!T)
return null
var/fdir = turn(dir, 180) // flip the movement direction
for(var/obj/structure/disposalpipe/P in T)
if(fdir & P.dpdir) // find pipe direction mask that matches flipped dir
return P
// if no matching pipe, return null
return null
// merge two holder objects
// used when a a holder meets a stuck holder
proc/merge(var/obj/structure/disposalholder/other)
for(var/atom/movable/AM in other)
AM.forceMove(src) // move everything in other holder to this one
if(ismob(AM))
var/mob/M = AM
if(M.client) // if a client mob, update eye to follow this holder
M.client.eye = src
qdel(other)
proc/settag(var/new_tag)
destinationTag = new_tag
proc/setpartialtag(var/new_tag)
if(partialTag == new_tag)
destinationTag = new_tag
partialTag = ""
else
partialTag = new_tag
// called when player tries to move while in a pipe
relaymove(mob/user as mob)
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))
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
proc/vent_gas(var/atom/location)
location.assume_air(gas) // vent all gas to turf
return
/obj/structure/disposalholder/Destroy()
qdel(gas)
active = 0
return ..()
// Disposal pipes
/obj/structure/disposalpipe
icon = 'icons/obj/pipes/disposal.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 = 2.3 // slightly lower than wires and other pipes
var/base_icon_state // initial icon state on map
var/sortType = ""
var/subtype = 0
// new pipe, set the icon_state as on map
New()
..()
base_icon_state = icon_state
return
// pipe is deleted
// ensure if holder is present, it is expelled
Destroy()
var/obj/structure/disposalholder/H = locate() in src
if(H)
// holder was present
H.active = 0
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)
..()
// returns the direction of the next pipe object, given the entrance dir
// by default, returns the bitmask of remaining directions
proc/nextdir(var/fromdir)
return dpdir & (~turn(fromdir, 180))
// transfer the holder through this pipe segment
// overriden for special behaviour
//
proc/transfer(var/obj/structure/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/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
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
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
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) //we hide things with alpha now, no need for transparent icons
icon_state = "[base_icon_state]f"
else
icon_state = base_icon_state*/
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/structure/disposalholder/H, var/turf/T, var/direction)
if(!istype(H))
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.loc = 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)
spawn(1)
if(AM)
AM.throw_at(target, 100, 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)
spawn(1)
if(AM)
AM.throw_at(target, 5, 1)
H.vent_gas(T) // all gas vent to turf
qdel(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/structure/disposalpipe/broken/P = new(src.loc)
P.set_dir(D)
src.invisibility = 101 // make invisible (since we won't delete the pipe immediately)
var/obj/structure/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.forceMove(T)
AM.pipe_eject(0)
qdel(H)
return
// otherwise, do normal expel from turf
if(H)
expel(H, T, 0)
spawn(2) // delete pipe after 2 ticks to ensure expel proc finished
qdel(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.is_plating())
return // prevent interaction with T-scanner revealed pipes
src.add_fingerprint(user)
if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src.loc, 'sound/items/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(!W.isOn()) return
if(user.loc == uloc && wloc == W.loc)
welded()
else
user << "You must stay still while welding the pipe."
else
user << "You need more welding fuel to cut the pipe."
return
// called when pipe is cut with welder
proc/welded()
var/obj/structure/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
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)
// pipe is deleted
// ensure if holder is present, it is expelled
/obj/structure/disposalpipe/Destroy()
var/obj/structure/disposalholder/H = locate() in src
if(H)
// holder was present
H.active = 0
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)
..()
/obj/structure/disposalpipe/hides_under_flooring()
return 1
// *** TEST verb
//client/verb/dispstop()
// for(var/obj/structure/disposalholder/H in world)
// H.active = 0
// a straight or bent segment
/obj/structure/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
///// Z-Level stuff
/obj/structure/disposalpipe/up
icon_state = "pipe-u"
New()
..()
dpdir = dir
update()
return
nextdir(var/fromdir)
var/nextdir
if(fromdir == 11)
nextdir = dir
else
nextdir = 12
return nextdir
transfer(var/obj/structure/disposalholder/H)
var/nextdir = nextdir(H.dir)
H.set_dir(nextdir)
var/turf/T
var/obj/structure/disposalpipe/P
if(nextdir == 12)
T = GetAbove(src)
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/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
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"
New()
..()
dpdir = dir
update()
return
nextdir(var/fromdir)
var/nextdir
if(fromdir == 12)
nextdir = dir
else
nextdir = 11
return nextdir
transfer(var/obj/structure/disposalholder/H)
var/nextdir = nextdir(H.dir)
H.dir = nextdir
var/turf/T
var/obj/structure/disposalpipe/P
if(nextdir == 11)
T = GetBelow(src)
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/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
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"
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)
/obj/structure/disposalpipe/tagger
name = "package tagger"
icon_state = "pipe-tagger"
var/sort_tag = ""
var/partial = 0
proc/updatedesc()
desc = initial(desc)
if(sort_tag)
desc += "\nIt's tagging objects with the '[sort_tag]' tag."
proc/updatename()
if(sort_tag)
name = "[initial(name)] ([sort_tag])"
else
name = initial(name)
New()
. = ..()
dpdir = dir | turn(dir, 180)
if(sort_tag) tagger_locations |= sort_tag
updatename()
updatedesc()
update()
attackby(var/obj/item/I, var/mob/user)
if(..())
return
if(istype(I, /obj/item/device/destTagger))
var/obj/item/device/destTagger/O = I
if(O.currTag)// Tag set
sort_tag = O.currTag
playsound(src.loc, 'sound/machines/twobeep.ogg', 100, 1)
user << "\blue Changed tag to '[sort_tag]'."
updatename()
updatedesc()
transfer(var/obj/structure/disposalholder/H)
if(sort_tag)
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"
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
proc/updatedesc()
desc = initial(desc)
if(sortType)
desc += "\nIt's filtering objects with the '[sortType]' tag."
proc/updatename()
if(sortType)
name = "[initial(name)] ([sortType])"
else
name = initial(name)
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
New()
. = ..()
if(sortType) tagger_locations |= sortType
updatedir()
updatename()
updatedesc()
update()
attackby(var/obj/item/I, var/mob/user)
if(..())
return
if(istype(I, /obj/item/device/destTagger))
var/obj/item/device/destTagger/O = I
if(O.currTag)// Tag set
sortType = O.currTag
playsound(src.loc, 'sound/machines/twobeep.ogg', 100, 1)
user << "\blue Changed filter to '[sortType]'."
updatename()
updatedesc()
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
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
transfer(var/obj/structure/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/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
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 = "wildcard sorting junction"
desc = "An underfloor disposal pipe which filters all wrapped and tagged items."
subtype = 1
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
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/New()
..()
dpdir = dir
spawn(1)
getlinked()
update()
return
/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()
return
// Override attackby so we disallow trunkremoval when somethings ontop
/obj/structure/disposalpipe/trunk/attackby(var/obj/item/I, var/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(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src.loc, 'sound/items/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(!W.isOn()) return
if(user.loc == uloc && wloc == W.loc)
welded()
else
user << "You must stay still while welding the pipe."
else
user << "You need more welding fuel to cut the pipe."
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)
/obj/structure/disposalpipe/trunk/transfer(var/obj/structure/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, src.loc, 0) // expel at turf
return null
// nextdir
/obj/structure/disposalpipe/trunk/nextdir(var/fromdir)
if(fromdir == DOWN)
return dir
else
return 0
// 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."
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)
qdel(src)
// the disposal outlet machine
/obj/structure/disposaloutlet
name = "disposal outlet"
desc = "An outlet for the pneumatic disposal system."
icon = 'icons/obj/pipes/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.
var/mode = 0
New()
..()
spawn(1)
target = get_ranged_target_turf(src, dir, 10)
var/obj/structure/disposalpipe/trunk/trunk = locate() in src.loc
if(trunk)
trunk.linked = src // link the pipe trunk to self
// expel the contents of the holder object, then delete it
// called when the holder exits the outlet
proc/expel(var/obj/structure/disposalholder/H)
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)
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)
AM.throw_at(target, 3, 1)
H.vent_gas(src.loc)
qdel(H)
return
attackby(var/obj/item/I, var/mob/user)
if(!I || !user)
return
src.add_fingerprint(user)
if(istype(I, /obj/item/weapon/screwdriver))
if(mode==0)
mode=1
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "You remove the screws around the power connection."
return
else if(mode==1)
mode=0
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "You attach the screws around the power connection."
return
else if(istype(I,/obj/item/weapon/weldingtool) && mode==1)
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
user << "You start slicing the floorweld off the disposal outlet."
if(do_after(user,20))
if(!src || !W.isOn()) return
user << "You sliced 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
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 = 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 = alldirs.Copy()
src.streak(dirs)