GLOBAL_LIST_INIT(cable_colors, list( "yellow" = "#ffff00", "green" = "#00aa00", "blue" = "#1919c8", "pink" = "#ff3cc8", "orange" = "#ff8000", "cyan" = "#00ffff", "white" = "#ffffff", "red" = "#ff0000" )) /////////////////////////////// //CABLE STRUCTURE /////////////////////////////// //////////////////////////////// // Definitions //////////////////////////////// /* Cable directions (d1 and d2) 9 1 5 \ | / 8 - 0 - 4 / | \ 10 2 6 If d1 = 0 and d2 = 0, there's no cable If d1 = 0 and d2 = dir, it's a O-X cable, getting from the center of the tile to dir (knot cable) If d1 = dir1 and d2 = dir2, it's a full X-X cable, getting from dir1 to dir2 By design, d1 is the smallest direction and d2 is the highest */ /obj/structure/cable name = "power cable" desc = "A flexible, superconducting insulated cable for heavy-duty power transfer." icon = 'icons/obj/power_cond/cables.dmi' icon_state = "0-1" level = 1 //is underfloor layer = WIRE_LAYER //Above hidden pipes, GAS_PIPE_HIDDEN_LAYER anchored = TRUE obj_flags = CAN_BE_HIT | ON_BLUEPRINTS var/d1 = 0 // cable direction 1 (see above) var/d2 = 1 // cable direction 2 (see above) var/datum/powernet/powernet var/obj/item/stack/cable_coil/stored var/cable_color = "red" color = "#ff0000" /obj/structure/cable/yellow cable_color = "yellow" color = "#ffff00" /obj/structure/cable/green cable_color = "green" color = "#00aa00" /obj/structure/cable/blue cable_color = "blue" color = "#1919c8" /obj/structure/cable/pink cable_color = "pink" color = "#ff3cc8" /obj/structure/cable/orange cable_color = "orange" color = "#ff8000" /obj/structure/cable/cyan cable_color = "cyan" color = "#00ffff" /obj/structure/cable/white cable_color = "white" color = "#ffffff" // the power cable object /obj/structure/cable/Initialize(mapload, param_color) . = ..() // ensure d1 & d2 reflect the icon_state for entering and exiting cable var/dash = findtext(icon_state, "-") d1 = text2num( copytext( icon_state, 1, dash ) ) d2 = text2num( copytext( icon_state, dash+1 ) ) var/turf/T = get_turf(src) // hide if turf is not intact if(level==1) hide(T.intact) GLOB.cable_list += src //add it to the global cable list if(d1) stored = new/obj/item/stack/cable_coil(null,2,cable_color) else stored = new/obj/item/stack/cable_coil(null,1,cable_color) var/list/cable_colors = GLOB.cable_colors cable_color = param_color || cable_color || pick(cable_colors) if(cable_colors[cable_color]) cable_color = cable_colors[cable_color] update_icon() /obj/structure/cable/Destroy() // called when a cable is deleted if(powernet) cut_cable_from_powernet() // update the powernets GLOB.cable_list -= src //remove it from global cable list return ..() // then go ahead and delete the cable /obj/structure/cable/deconstruct(disassembled = TRUE) if(!(flags_1 & NODECONSTRUCT_1)) var/turf/T = loc stored.forceMove(T) qdel(src) /////////////////////////////////// // General procedures /////////////////////////////////// //If underfloor, hide the cable /obj/structure/cable/hide(i) if(level == 1 && isturf(loc)) invisibility = i ? INVISIBILITY_MAXIMUM : 0 update_icon() /obj/structure/cable/update_icon() icon_state = "[d1]-[d2]" color = null add_atom_colour(cable_color, FIXED_COLOUR_PRIORITY) /obj/structure/cable/proc/handlecable(obj/item/W, mob/user, params) var/turf/T = get_turf(src) if(T.intact) return if(istype(W, /obj/item/wirecutters)) if (shock(user, 50)) return user.visible_message("[user] cuts the cable.", "You cut the cable.") stored.add_fingerprint(user) investigate_log("was cut by [key_name(usr, usr.client)] in [get_area(T)]", INVESTIGATE_WIRES) deconstruct() return else if(istype(W, /obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/coil = W if (coil.get_amount() < 1) to_chat(user, "Not enough cable!") return coil.cable_join(src, user) else if(istype(W, /obj/item/twohanded/rcl)) var/obj/item/twohanded/rcl/R = W if(R.loaded) R.loaded.cable_join(src, user) R.is_empty(user) else if(istype(W, /obj/item/multitool)) if(powernet && (powernet.avail > 0)) // is it powered? to_chat(user, "[DisplayPower(powernet.avail)] in power network.") else to_chat(user, "The cable is not powered.") shock(user, 5, 0.2) src.add_fingerprint(user) // Items usable on a cable : // - Wirecutters : cut it duh ! // - Cable coil : merge cables // - Multitool : get the power currently passing through the cable // /obj/structure/cable/attackby(obj/item/W, mob/user, params) handlecable(W, user, params) // shock the user with probability prb /obj/structure/cable/proc/shock(mob/user, prb, siemens_coeff = 1) if(!prob(prb)) return 0 if (electrocute_mob(user, powernet, src, siemens_coeff)) do_sparks(5, TRUE, src) return 1 else return 0 /obj/structure/cable/singularity_pull(S, current_size) ..() if(current_size >= STAGE_FIVE) deconstruct() /obj/structure/cable/proc/update_stored(length = 1, colorC = "red") stored.amount = length stored.item_color = colorC stored.update_icon() //////////////////////////////////////////// // Power related /////////////////////////////////////////// /obj/structure/cable/proc/add_avail(amount) if(powernet) powernet.newavail += amount /obj/structure/cable/proc/add_load(amount) if(powernet) powernet.load += amount /obj/structure/cable/proc/surplus() if(powernet) return powernet.avail-powernet.load else return 0 /obj/structure/cable/proc/avail() if(powernet) return powernet.avail else return 0 ///////////////////////////////////////////////// // Cable laying helpers //////////////////////////////////////////////// //handles merging diagonally matching cables //for info : direction^3 is flipping horizontally, direction^12 is flipping vertically /obj/structure/cable/proc/mergeDiagonalsNetworks(direction) //search for and merge diagonally matching cables from the first direction component (north/south) var/turf/T = get_step(src, direction&3)//go north/south for(var/obj/structure/cable/C in T) if(!C) continue if(src == C) continue if(C.d1 == (direction^3) || C.d2 == (direction^3)) //we've got a diagonally matching cable if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables) var/datum/powernet/newPN = new() newPN.add_cable(C) if(powernet) //if we already have a powernet, then merge the two powernets merge_powernets(powernet,C.powernet) else C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet //the same from the second direction component (east/west) T = get_step(src, direction&12)//go east/west for(var/obj/structure/cable/C in T) if(!C) continue if(src == C) continue if(C.d1 == (direction^12) || C.d2 == (direction^12)) //we've got a diagonally matching cable if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables) var/datum/powernet/newPN = new() newPN.add_cable(C) if(powernet) //if we already have a powernet, then merge the two powernets merge_powernets(powernet,C.powernet) else C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet // merge with the powernets of power objects in the given direction /obj/structure/cable/proc/mergeConnectedNetworks(direction) var/fdir = (!direction)? 0 : turn(direction, 180) //flip the direction, to match with the source position on its turf if(!(d1 == direction || d2 == direction)) //if the cable is not pointed in this direction, do nothing return var/turf/TB = get_step(src, direction) for(var/obj/structure/cable/C in TB) if(!C) continue if(src == C) continue if(C.d1 == fdir || C.d2 == fdir) //we've got a matching cable in the neighbor turf if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables) var/datum/powernet/newPN = new() newPN.add_cable(C) if(powernet) //if we already have a powernet, then merge the two powernets merge_powernets(powernet,C.powernet) else C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet // merge with the powernets of power objects in the source turf /obj/structure/cable/proc/mergeConnectedNetworksOnTurf() var/list/to_connect = list() if(!powernet) //if we somehow have no powernet, make one (should not happen for cables) var/datum/powernet/newPN = new() newPN.add_cable(src) //first let's add turf cables to our powernet //then we'll connect machines on turf with a node cable is present for(var/AM in loc) if(istype(AM, /obj/structure/cable)) var/obj/structure/cable/C = AM if(C.d1 == d1 || C.d2 == d1 || C.d1 == d2 || C.d2 == d2) //only connected if they have a common direction if(C.powernet == powernet) continue if(C.powernet) merge_powernets(powernet, C.powernet) else powernet.add_cable(C) //the cable was powernetless, let's just add it to our powernet else if(istype(AM, /obj/machinery/power/apc)) var/obj/machinery/power/apc/N = AM if(!N.terminal) continue // APC are connected through their terminal if(N.terminal.powernet == powernet) continue to_connect += N.terminal //we'll connect the machines after all cables are merged else if(istype(AM, /obj/machinery/power)) //other power machines var/obj/machinery/power/M = AM if(M.powernet == powernet) continue to_connect += M //we'll connect the machines after all cables are merged //now that cables are done, let's connect found machines for(var/obj/machinery/power/PM in to_connect) if(!PM.connect_to_network()) PM.disconnect_from_network() //if we somehow can't connect the machine to the new powernet, remove it from the old nonetheless ////////////////////////////////////////////// // Powernets handling helpers ////////////////////////////////////////////// //if powernetless_only = 1, will only get connections without powernet /obj/structure/cable/proc/get_connections(powernetless_only = 0) . = list() // this will be a list of all connected power objects var/turf/T //get matching cables from the first direction if(d1) //if not a node cable T = get_step(src, d1) if(T) . += power_list(T, src, turn(d1, 180), powernetless_only) //get adjacents matching cables if(d1&(d1-1)) //diagonal direction, must check the 4 possibles adjacents tiles T = get_step(src,d1&3) // go north/south if(T) . += power_list(T, src, d1 ^ 3, powernetless_only) //get diagonally matching cables T = get_step(src,d1&12) // go east/west if(T) . += power_list(T, src, d1 ^ 12, powernetless_only) //get diagonally matching cables . += power_list(loc, src, d1, powernetless_only) //get on turf matching cables //do the same on the second direction (which can't be 0) T = get_step(src, d2) if(T) . += power_list(T, src, turn(d2, 180), powernetless_only) //get adjacents matching cables if(d2&(d2-1)) //diagonal direction, must check the 4 possibles adjacents tiles T = get_step(src,d2&3) // go north/south if(T) . += power_list(T, src, d2 ^ 3, powernetless_only) //get diagonally matching cables T = get_step(src,d2&12) // go east/west if(T) . += power_list(T, src, d2 ^ 12, powernetless_only) //get diagonally matching cables . += power_list(loc, src, d2, powernetless_only) //get on turf matching cables return . //should be called after placing a cable which extends another cable, creating a "smooth" cable that no longer terminates in the centre of a turf. //needed as this can, unlike other placements, disconnect cables /obj/structure/cable/proc/denode() var/turf/T1 = loc if(!T1) return var/list/powerlist = power_list(T1,src,0,0) //find the other cables that ended in the centre of the turf, with or without a powernet if(powerlist.len>0) var/datum/powernet/PN = new() propagate_network(powerlist[1],PN) //propagates the new powernet beginning at the source cable if(PN.is_empty()) //can happen with machines made nodeless when smoothing cables qdel(PN) /obj/structure/cable/proc/auto_propogate_cut_cable(obj/O) if(O && !QDELETED(O)) var/datum/powernet/newPN = new()// creates a new powernet... propagate_network(O, newPN)//... and propagates it to the other side of the cable // cut the cable's powernet at this cable and updates the powergrid /obj/structure/cable/proc/cut_cable_from_powernet(remove=TRUE) var/turf/T1 = loc var/list/P_list if(!T1) return if(d1) T1 = get_step(T1, d1) P_list = power_list(T1, src, turn(d1,180),0,cable_only = 1) // what adjacently joins on to cut cable... P_list += power_list(loc, src, d1, 0, cable_only = 1)//... and on turf if(P_list.len == 0)//if nothing in both list, then the cable was a lone cable, just delete it and its powernet powernet.remove_cable(src) for(var/obj/machinery/power/P in T1)//check if it was powering a machine if(!P.connect_to_network()) //can't find a node cable on a the turf to connect to P.disconnect_from_network() //remove from current network (and delete powernet) return var/obj/O = P_list[1] // remove the cut cable from its turf and powernet, so that it doesn't get count in propagate_network worklist if(remove) moveToNullspace() powernet.remove_cable(src) //remove the cut cable from its powernet addtimer(CALLBACK(O, .proc/auto_propogate_cut_cable, O), 0) //so we don't rebuild the network X times when singulo/explosion destroys a line of X cables // Disconnect machines connected to nodes if(d1 == 0) // if we cut a node (O-X) cable for(var/obj/machinery/power/P in T1) if(!P.connect_to_network()) //can't find a node cable on a the turf to connect to P.disconnect_from_network() //remove from current network /////////////////////////////////////////////// // The cable coil object, used for laying cable /////////////////////////////////////////////// //////////////////////////////// // Definitions //////////////////////////////// GLOBAL_LIST_INIT(cable_coil_recipes, list (new/datum/stack_recipe("cable restraints", /obj/item/restraints/handcuffs/cable, 15))) /obj/item/stack/cable_coil name = "cable coil" gender = NEUTER //That's a cable coil sounds better than that's some cable coils icon = 'icons/obj/power.dmi' icon_state = "coil" item_state = "coil" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' max_amount = MAXCOIL amount = MAXCOIL merge_type = /obj/item/stack/cable_coil // This is here to let its children merge between themselves item_color = "red" desc = "A coil of insulated power cable." throwforce = 0 w_class = WEIGHT_CLASS_SMALL throw_speed = 3 throw_range = 5 materials = list(MAT_METAL=10, MAT_GLASS=5) flags_1 = CONDUCT_1 slot_flags = ITEM_SLOT_BELT attack_verb = list("whipped", "lashed", "disciplined", "flogged") singular_name = "cable piece" full_w_class = WEIGHT_CLASS_SMALL grind_results = list("copper" = 2) //2 copper per cable in the coil usesound = 'sound/items/deconstruct.ogg' /obj/item/stack/cable_coil/cyborg is_cyborg = 1 materials = list() cost = 1 /obj/item/stack/cable_coil/cyborg/attack_self(mob/user) var/cable_color = input(user,"Pick a cable color.","Cable Color") in list("red","yellow","green","blue","pink","orange","cyan","white") item_color = cable_color update_icon() /obj/item/stack/cable_coil/suicide_act(mob/user) if(locate(/obj/structure/chair/stool) in get_turf(user)) user.visible_message("[user] is making a noose with [src]! It looks like [user.p_theyre()] trying to commit suicide!") else user.visible_message("[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!") return(OXYLOSS) /obj/item/stack/cable_coil/Initialize(mapload, new_amount = null, param_color = null) . = ..() var/list/cable_colors = GLOB.cable_colors item_color = param_color || item_color || pick(cable_colors) if(cable_colors[item_color]) item_color = cable_colors[item_color] pixel_x = rand(-2,2) pixel_y = rand(-2,2) update_icon() recipes = GLOB.cable_coil_recipes /////////////////////////////////// // General procedures /////////////////////////////////// //you can use wires to heal robotics /obj/item/stack/cable_coil/attack(mob/living/carbon/human/H, mob/user) if(!istype(H)) return ..() var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected)) if(affecting && affecting.status == BODYPART_ROBOTIC) if(user == H) user.visible_message("[user] starts to fix some of the wires in [H]'s [affecting.name].", "You start fixing some of the wires in [H]'s [affecting.name].") if(!do_mob(user, H, 50)) return if(item_heal_robotic(H, user, 0, 15)) use(1) return else return ..() /obj/item/stack/cable_coil/update_icon() icon_state = "[initial(item_state)][amount < 3 ? amount : ""]" name = "cable [amount < 3 ? "piece" : "coil"]" color = null add_atom_colour(item_color, FIXED_COLOUR_PRIORITY) /obj/item/stack/cable_coil/attack_hand(mob/user) . = ..() if(.) return var/obj/item/stack/cable_coil/new_cable = ..() if(istype(new_cable)) new_cable.item_color = item_color new_cable.update_icon() //add cables to the stack /obj/item/stack/cable_coil/proc/give(extra) if(amount + extra > max_amount) amount = max_amount else amount += extra update_icon() /////////////////////////////////////////////// // Cable laying procedures ////////////////////////////////////////////// /obj/item/stack/cable_coil/proc/get_new_cable(location) var/path = /obj/structure/cable return new path(location, item_color) // called when cable_coil is clicked on a turf /obj/item/stack/cable_coil/proc/place_turf(turf/T, mob/user, dirnew) if(!isturf(user.loc)) return if(!isturf(T) || T.intact || !T.can_have_cabling()) to_chat(user, "You can only lay cables on catwalks and plating!") return if(get_amount() < 1) // Out of cable to_chat(user, "There is no cable left!") return if(get_dist(T,user) > 1) // Too far to_chat(user, "You can't lay cable at a place that far away!") return var/dirn if(!dirnew) //If we weren't given a direction, come up with one! (Called as null from catwalk.dm and floor.dm) if(user.loc == T) dirn = user.dir //If laying on the tile we're on, lay in the direction we're facing else dirn = get_dir(T, user) else dirn = dirnew for(var/obj/structure/cable/LC in T) if(LC.d2 == dirn && LC.d1 == 0) to_chat(user, "There's already a cable at that position!") return var/obj/structure/cable/C = get_new_cable(T) //set up the new cable C.d1 = 0 //it's a O-X node cable C.d2 = dirn C.add_fingerprint(user) C.update_icon() //create a new powernet with the cable, if needed it will be merged later var/datum/powernet/PN = new() PN.add_cable(C) C.mergeConnectedNetworks(C.d2) //merge the powernet with adjacents powernets C.mergeConnectedNetworksOnTurf() //merge the powernet with on turf powernets if(C.d2 & (C.d2 - 1))// if the cable is layed diagonally, check the others 2 possible directions C.mergeDiagonalsNetworks(C.d2) use(1) if(C.shock(user, 50)) if(prob(50)) //fail new /obj/item/stack/cable_coil(get_turf(C), 1, C.color) C.deconstruct() return C // called when cable_coil is click on an installed obj/cable // or click on a turf that already contains a "node" cable /obj/item/stack/cable_coil/proc/cable_join(obj/structure/cable/C, mob/user, var/showerror = TRUE) var/turf/U = user.loc if(!isturf(U)) return var/turf/T = C.loc if(!isturf(T) || T.intact) // sanity checks, also stop use interacting with T-scanner revealed cable return if(get_dist(C, user) > 1) // make sure it's close enough to_chat(user, "You can't lay cable at a place that far away!") return if(U == T) //if clicked on the turf we're standing on, try to put a cable in the direction we're facing place_turf(T,user) return var/dirn = get_dir(C, user) // one end of the clicked cable is pointing towards us if(C.d1 == dirn || C.d2 == dirn) if(!U.can_have_cabling()) //checking if it's a plating or catwalk if (showerror) to_chat(user, "You can only lay cables on catwalks and plating!") return if(U.intact) //can't place a cable if it's a plating with a tile on it to_chat(user, "You can't lay cable there unless the floor tiles are removed!") return else // cable is pointing at us, we're standing on an open tile // so create a stub pointing at the clicked cable on our tile var/fdirn = turn(dirn, 180) // the opposite direction for(var/obj/structure/cable/LC in U) // check to make sure there's not a cable there already if(LC.d1 == fdirn || LC.d2 == fdirn) if (showerror) to_chat(user, "There's already a cable at that position!") return var/obj/structure/cable/NC = get_new_cable (U) NC.d1 = 0 NC.d2 = fdirn NC.add_fingerprint(user) NC.update_icon() //create a new powernet with the cable, if needed it will be merged later var/datum/powernet/newPN = new() newPN.add_cable(NC) NC.mergeConnectedNetworks(NC.d2) //merge the powernet with adjacents powernets NC.mergeConnectedNetworksOnTurf() //merge the powernet with on turf powernets if(NC.d2 & (NC.d2 - 1))// if the cable is layed diagonally, check the others 2 possible directions NC.mergeDiagonalsNetworks(NC.d2) use(1) if (NC.shock(user, 50)) if (prob(50)) //fail NC.deconstruct() return // exisiting cable doesn't point at our position, so see if it's a stub else if(C.d1 == 0) // if so, make it a full cable pointing from it's old direction to our dirn var/nd1 = C.d2 // these will be the new directions var/nd2 = dirn if(nd1 > nd2) // swap directions to match icons/states nd1 = dirn nd2 = C.d2 for(var/obj/structure/cable/LC in T) // check to make sure there's no matching cable if(LC == C) // skip the cable we're interacting with continue if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction if (showerror) to_chat(user, "There's already a cable at that position!") return C.update_icon() C.d1 = nd1 C.d2 = nd2 //updates the stored cable coil C.update_stored(2, item_color) C.add_fingerprint(user) C.update_icon() C.mergeConnectedNetworks(C.d1) //merge the powernets... C.mergeConnectedNetworks(C.d2) //...in the two new cable directions C.mergeConnectedNetworksOnTurf() if(C.d1 & (C.d1 - 1))// if the cable is layed diagonally, check the others 2 possible directions C.mergeDiagonalsNetworks(C.d1) if(C.d2 & (C.d2 - 1))// if the cable is layed diagonally, check the others 2 possible directions C.mergeDiagonalsNetworks(C.d2) use(1) if (C.shock(user, 50)) if (prob(50)) //fail C.deconstruct() return C.denode()// this call may have disconnected some cables that terminated on the centre of the turf, if so split the powernets. return ////////////////////////////// // Misc. ///////////////////////////// /obj/item/stack/cable_coil/red item_color = "red" color = "#ff0000" /obj/item/stack/cable_coil/yellow item_color = "yellow" color = "#ffff00" /obj/item/stack/cable_coil/blue item_color = "blue" color = "#1919c8" /obj/item/stack/cable_coil/green item_color = "green" color = "#00aa00" /obj/item/stack/cable_coil/pink item_color = "pink" color = "#ff3ccd" /obj/item/stack/cable_coil/orange item_color = "orange" color = "#ff8000" /obj/item/stack/cable_coil/cyan item_color = "cyan" color = "#00ffff" /obj/item/stack/cable_coil/white item_color = "white" /obj/item/stack/cable_coil/random item_color = null color = "#ffffff" /obj/item/stack/cable_coil/random/five amount = 5 /obj/item/stack/cable_coil/cut amount = null icon_state = "coil2" /obj/item/stack/cable_coil/cut/Initialize(mapload) . = ..() if(!amount) amount = rand(1,2) pixel_x = rand(-2,2) pixel_y = rand(-2,2) update_icon() /obj/item/stack/cable_coil/cut/red item_color = "red" color = "#ff0000" /obj/item/stack/cable_coil/cut/yellow item_color = "yellow" color = "#ffff00" /obj/item/stack/cable_coil/cut/blue item_color = "blue" color = "#1919c8" /obj/item/stack/cable_coil/cut/green item_color = "green" color = "#00aa00" /obj/item/stack/cable_coil/cut/pink item_color = "pink" color = "#ff3ccd" /obj/item/stack/cable_coil/cut/orange item_color = "orange" color = "#ff8000" /obj/item/stack/cable_coil/cut/cyan item_color = "cyan" color = "#00ffff" /obj/item/stack/cable_coil/cut/white item_color = "white" /obj/item/stack/cable_coil/cut/random item_color = null color = "#ffffff"