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🆑 Joan rscadd: Once the blob alert message is sent in the blob game mode, all mobs get to see how many tiles the blob has until it wins, via the Status tab. rscdel: Removed/merged a bunch of blob chems, you probably don't care about the specifics. tweak: The remaining blob chems should, overall, be more powerful. tweak: Shield blobs soak brute damage less well. tweak: Flashbangs do higher damage to blobs up close, but their damage falls off faster. experiment: Shield blobs now cost 15 resources to make instead of 10. Node blobs now cost 50 resources to make instead of 60. experiment: Expanding/attacking now costs 4 resources instead of 5, and blobs can now ATTACK DIAGONALLY. Diagonal attacks are weaker than normal attacks, especially against cyborgs(which may be entirely immune, depending), and they remain unable to expand diagonally. rscadd: Shield blobs no longer block atmos while under half health. Shield blobs are still immune to fire, even if they can't block atmos. tweak: Blobs should block explosions less well. rscadd: Blob cores and nodes are no longer immune to fire and no longer block atmos. rscadd: Blobs can only auto-expand one tile at a time per expanding thing, and should be easier to beat back in general. tweak: Blobbernauts now attack faster. tweak: Blob Overminds attack mobs slower but can attack non-mobs much faster. rscadd: Blob Overminds start with some amount of resources; in the gamemode, it's 80 divided by the number of overminds, in the event, it's 20 plus the number of active players, and otherwise, it's 60. bugfix: You can no longer move blob cores into space, onto the mining shuttle, white ship, gulag shuttle, or solars. bugfix: Blob rounds might be less laggy, if they were laggy? tweak: Blobs don't heal as fast, excluding the core. experiment: Blobs are marginally less destructive to their environment. /🆑 Objective: maybe possibly make blob something you can fight instead of wishing the blob didn't exist? but also make the blob lethal enough that it can still deal with the crew if it knows what it's doing(and still lose if the crew is good instead of snowballing forever)
790 lines
25 KiB
Plaintext
790 lines
25 KiB
Plaintext
///////////////////////////////
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//CABLE STRUCTURE
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///////////////////////////////
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////////////////////////////////
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// Definitions
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////////////////////////////////
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/* Cable directions (d1 and d2)
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9 1 5
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\ | /
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8 - 0 - 4
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/ | \
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10 2 6
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If d1 = 0 and d2 = 0, there's no cable
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If d1 = 0 and d2 = dir, it's a O-X cable, getting from the center of the tile to dir (knot cable)
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If d1 = dir1 and d2 = dir2, it's a full X-X cable, getting from dir1 to dir2
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By design, d1 is the smallest direction and d2 is the highest
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*/
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/obj/structure/cable
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level = 1 //is underfloor
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anchored =1
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on_blueprints = TRUE
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var/datum/powernet/powernet
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name = "power cable"
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desc = "A flexible, superconducting insulated cable for heavy-duty power transfer."
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icon = 'icons/obj/power_cond/power_cond_red.dmi'
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icon_state = "0-1"
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var/d1 = 0 // cable direction 1 (see above)
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var/d2 = 1 // cable direction 2 (see above)
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layer = WIRE_LAYER //Above pipes, which are at GAS_PIPE_LAYER
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var/cable_color = "red"
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var/obj/item/stack/cable_coil/stored
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/obj/structure/cable/yellow
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cable_color = "yellow"
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icon = 'icons/obj/power_cond/power_cond_yellow.dmi'
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/obj/structure/cable/green
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cable_color = "green"
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icon = 'icons/obj/power_cond/power_cond_green.dmi'
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/obj/structure/cable/blue
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cable_color = "blue"
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icon = 'icons/obj/power_cond/power_cond_blue.dmi'
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/obj/structure/cable/pink
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cable_color = "pink"
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icon = 'icons/obj/power_cond/power_cond_pink.dmi'
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/obj/structure/cable/orange
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cable_color = "orange"
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icon = 'icons/obj/power_cond/power_cond_orange.dmi'
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/obj/structure/cable/cyan
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cable_color = "cyan"
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icon = 'icons/obj/power_cond/power_cond_cyan.dmi'
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/obj/structure/cable/white
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cable_color = "white"
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icon = 'icons/obj/power_cond/power_cond_white.dmi'
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// the power cable object
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/obj/structure/cable/New()
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..()
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// ensure d1 & d2 reflect the icon_state for entering and exiting cable
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var/dash = findtext(icon_state, "-")
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d1 = text2num( copytext( icon_state, 1, dash ) )
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d2 = text2num( copytext( icon_state, dash+1 ) )
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var/turf/T = src.loc // hide if turf is not intact
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if(level==1) hide(T.intact)
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cable_list += src //add it to the global cable list
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if(d1)
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stored = new/obj/item/stack/cable_coil(null,2,cable_color)
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else
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stored = new/obj/item/stack/cable_coil(null,1,cable_color)
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/obj/structure/cable/Destroy() // called when a cable is deleted
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if(powernet)
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cut_cable_from_powernet() // update the powernets
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cable_list -= src //remove it from global cable list
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return ..() // then go ahead and delete the cable
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/obj/structure/cable/blob_act(obj/effect/blob/B)
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if(invisibility != INVISIBILITY_MAXIMUM)
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qdel(src)
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/obj/structure/cable/Deconstruct()
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var/turf/T = loc
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stored.loc = T
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..()
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///////////////////////////////////
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// General procedures
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///////////////////////////////////
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//If underfloor, hide the cable
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/obj/structure/cable/hide(i)
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if(level == 1 && istype(loc, /turf))
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invisibility = i ? INVISIBILITY_MAXIMUM : 0
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updateicon()
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/obj/structure/cable/proc/updateicon()
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if(invisibility)
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icon_state = "[d1]-[d2]-f"
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else
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icon_state = "[d1]-[d2]"
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//Telekinesis has no effect on a cable
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/obj/structure/cable/attack_tk(mob/user)
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return
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// Items usable on a cable :
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// - Wirecutters : cut it duh !
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// - Cable coil : merge cables
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// - Multitool : get the power currently passing through the cable
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//
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/obj/structure/cable/attackby(obj/item/W, mob/user, params)
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var/turf/T = src.loc
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if(T.intact)
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return
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if(istype(W, /obj/item/weapon/wirecutters))
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if (shock(user, 50))
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return
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user.visible_message("[user] cuts the cable.", "<span class='notice'>You cut the cable.</span>")
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stored.add_fingerprint(user)
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investigate_log("was cut by [key_name(usr, usr.client)] in [user.loc.loc]","wires")
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Deconstruct()
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return
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else if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = W
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if (coil.get_amount() < 1)
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user << "<span class='warning'>Not enough cable!</span>"
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return
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coil.cable_join(src, user)
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else if(istype(W, /obj/item/device/multitool))
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if(powernet && (powernet.avail > 0)) // is it powered?
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user << "<span class='danger'>[powernet.avail]W in power network.</span>"
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else
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user << "<span class='danger'>The cable is not powered.</span>"
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shock(user, 5, 0.2)
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src.add_fingerprint(user)
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// shock the user with probability prb
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/obj/structure/cable/proc/shock(mob/user, prb, siemens_coeff = 1)
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if(!prob(prb))
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return 0
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if (electrocute_mob(user, powernet, src, siemens_coeff))
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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return 1
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else
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return 0
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//explosion handling
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/obj/structure/cable/ex_act(severity, target)
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..()
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if(!qdeleted(src))
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switch(severity)
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if(2)
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if(prob(50))
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Deconstruct()
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if(3)
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if(prob(25))
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Deconstruct()
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/obj/structure/cable/singularity_pull(S, current_size)
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if(current_size >= STAGE_FIVE)
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Deconstruct()
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/obj/structure/cable/proc/cableColor(colorC = "red")
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cable_color = colorC
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switch(colorC)
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if("red")
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icon = 'icons/obj/power_cond/power_cond_red.dmi'
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if("yellow")
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icon = 'icons/obj/power_cond/power_cond_yellow.dmi'
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if("green")
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icon = 'icons/obj/power_cond/power_cond_green.dmi'
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if("blue")
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icon = 'icons/obj/power_cond/power_cond_blue.dmi'
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if("pink")
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icon = 'icons/obj/power_cond/power_cond_pink.dmi'
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if("orange")
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icon = 'icons/obj/power_cond/power_cond_orange.dmi'
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if("cyan")
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icon = 'icons/obj/power_cond/power_cond_cyan.dmi'
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if("white")
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icon = 'icons/obj/power_cond/power_cond_white.dmi'
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/obj/structure/cable/proc/update_stored(var/length = 1, var/color = "red")
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stored.amount = length
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stored.item_color = color
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stored.update_icon()
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////////////////////////////////////////////
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// Power related
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///////////////////////////////////////////
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/obj/structure/cable/proc/add_avail(amount)
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if(powernet)
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powernet.newavail += amount
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/obj/structure/cable/proc/add_load(amount)
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if(powernet)
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powernet.load += amount
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/obj/structure/cable/proc/surplus()
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if(powernet)
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return powernet.avail-powernet.load
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else
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return 0
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/obj/structure/cable/proc/avail()
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if(powernet)
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return powernet.avail
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else
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return 0
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/////////////////////////////////////////////////
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// Cable laying helpers
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////////////////////////////////////////////////
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//handles merging diagonally matching cables
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//for info : direction^3 is flipping horizontally, direction^12 is flipping vertically
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/obj/structure/cable/proc/mergeDiagonalsNetworks(direction)
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//search for and merge diagonally matching cables from the first direction component (north/south)
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var/turf/T = get_step(src, direction&3)//go north/south
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for(var/obj/structure/cable/C in T)
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if(!C)
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continue
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if(src == C)
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continue
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if(C.d1 == (direction^3) || C.d2 == (direction^3)) //we've got a diagonally matching cable
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if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables)
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var/datum/powernet/newPN = new()
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newPN.add_cable(C)
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if(powernet) //if we already have a powernet, then merge the two powernets
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merge_powernets(powernet,C.powernet)
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else
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C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet
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//the same from the second direction component (east/west)
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T = get_step(src, direction&12)//go east/west
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for(var/obj/structure/cable/C in T)
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if(!C)
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continue
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if(src == C)
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continue
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if(C.d1 == (direction^12) || C.d2 == (direction^12)) //we've got a diagonally matching cable
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if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables)
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var/datum/powernet/newPN = new()
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newPN.add_cable(C)
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if(powernet) //if we already have a powernet, then merge the two powernets
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merge_powernets(powernet,C.powernet)
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else
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C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet
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// merge with the powernets of power objects in the given direction
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/obj/structure/cable/proc/mergeConnectedNetworks(direction)
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var/fdir = (!direction)? 0 : turn(direction, 180) //flip the direction, to match with the source position on its turf
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if(!(d1 == direction || d2 == direction)) //if the cable is not pointed in this direction, do nothing
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return
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var/turf/TB = get_step(src, direction)
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for(var/obj/structure/cable/C in TB)
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if(!C)
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continue
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if(src == C)
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continue
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if(C.d1 == fdir || C.d2 == fdir) //we've got a matching cable in the neighbor turf
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if(!C.powernet) //if the matching cable somehow got no powernet, make him one (should not happen for cables)
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var/datum/powernet/newPN = new()
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newPN.add_cable(C)
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if(powernet) //if we already have a powernet, then merge the two powernets
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merge_powernets(powernet,C.powernet)
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else
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C.powernet.add_cable(src) //else, we simply connect to the matching cable powernet
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// merge with the powernets of power objects in the source turf
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/obj/structure/cable/proc/mergeConnectedNetworksOnTurf()
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var/list/to_connect = list()
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if(!powernet) //if we somehow have no powernet, make one (should not happen for cables)
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var/datum/powernet/newPN = new()
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newPN.add_cable(src)
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//first let's add turf cables to our powernet
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//then we'll connect machines on turf with a node cable is present
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for(var/AM in loc)
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if(istype(AM,/obj/structure/cable))
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var/obj/structure/cable/C = AM
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if(C.d1 == d1 || C.d2 == d1 || C.d1 == d2 || C.d2 == d2) //only connected if they have a common direction
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if(C.powernet == powernet)
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continue
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if(C.powernet)
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merge_powernets(powernet, C.powernet)
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else
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powernet.add_cable(C) //the cable was powernetless, let's just add it to our powernet
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else if(istype(AM,/obj/machinery/power/apc))
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var/obj/machinery/power/apc/N = AM
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if(!N.terminal)
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continue // APC are connected through their terminal
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if(N.terminal.powernet == powernet)
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continue
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to_connect += N.terminal //we'll connect the machines after all cables are merged
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else if(istype(AM,/obj/machinery/power)) //other power machines
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var/obj/machinery/power/M = AM
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if(M.powernet == powernet)
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continue
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to_connect += M //we'll connect the machines after all cables are merged
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//now that cables are done, let's connect found machines
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for(var/obj/machinery/power/PM in to_connect)
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if(!PM.connect_to_network())
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PM.disconnect_from_network() //if we somehow can't connect the machine to the new powernet, remove it from the old nonetheless
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//////////////////////////////////////////////
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// Powernets handling helpers
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//////////////////////////////////////////////
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//if powernetless_only = 1, will only get connections without powernet
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/obj/structure/cable/proc/get_connections(powernetless_only = 0)
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. = list() // this will be a list of all connected power objects
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var/turf/T
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//get matching cables from the first direction
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if(d1) //if not a node cable
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T = get_step(src, d1)
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if(T)
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. += power_list(T, src, turn(d1, 180), powernetless_only) //get adjacents matching cables
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if(d1&(d1-1)) //diagonal direction, must check the 4 possibles adjacents tiles
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T = get_step(src,d1&3) // go north/south
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if(T)
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. += power_list(T, src, d1 ^ 3, powernetless_only) //get diagonally matching cables
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T = get_step(src,d1&12) // go east/west
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if(T)
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. += power_list(T, src, d1 ^ 12, powernetless_only) //get diagonally matching cables
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. += power_list(loc, src, d1, powernetless_only) //get on turf matching cables
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//do the same on the second direction (which can't be 0)
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T = get_step(src, d2)
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if(T)
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. += power_list(T, src, turn(d2, 180), powernetless_only) //get adjacents matching cables
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if(d2&(d2-1)) //diagonal direction, must check the 4 possibles adjacents tiles
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T = get_step(src,d2&3) // go north/south
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if(T)
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. += power_list(T, src, d2 ^ 3, powernetless_only) //get diagonally matching cables
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T = get_step(src,d2&12) // go east/west
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if(T)
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. += power_list(T, src, d2 ^ 12, powernetless_only) //get diagonally matching cables
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. += power_list(loc, src, d2, powernetless_only) //get on turf matching cables
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return .
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//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.
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//needed as this can, unlike other placements, disconnect cables
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/obj/structure/cable/proc/denode()
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var/turf/T1 = loc
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if(!T1) return
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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
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if(powerlist.len>0)
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var/datum/powernet/PN = new()
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propagate_network(powerlist[1],PN) //propagates the new powernet beginning at the source cable
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if(PN.is_empty()) //can happen with machines made nodeless when smoothing cables
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qdel(PN)
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// cut the cable's powernet at this cable and updates the powergrid
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/obj/structure/cable/proc/cut_cable_from_powernet()
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var/turf/T1 = loc
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var/list/P_list
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if(!T1)
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return
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if(d1)
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T1 = get_step(T1, d1)
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P_list = power_list(T1, src, turn(d1,180),0,cable_only = 1) // what adjacently joins on to cut cable...
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P_list += power_list(loc, src, d1, 0, cable_only = 1)//... and on turf
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if(P_list.len == 0)//if nothing in both list, then the cable was a lone cable, just delete it and its powernet
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powernet.remove_cable(src)
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for(var/obj/machinery/power/P in T1)//check if it was powering a machine
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if(!P.connect_to_network()) //can't find a node cable on a the turf to connect to
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P.disconnect_from_network() //remove from current network (and delete powernet)
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return
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var/obj/O = P_list[1]
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// remove the cut cable from its turf and powernet, so that it doesn't get count in propagate_network worklist
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loc = null
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powernet.remove_cable(src) //remove the cut cable from its powernet
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spawn(0) //so we don't rebuild the network X times when singulo/explosion destroys a line of X cables
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if(O && !qdeleted(O))
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var/datum/powernet/newPN = new()// creates a new powernet...
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propagate_network(O, newPN)//... and propagates it to the other side of the cable
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|
|
// 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
|
|
////////////////////////////////
|
|
|
|
var/global/list/datum/stack_recipe/cable_coil_recipes = list ( \
|
|
new/datum/stack_recipe("cable restraints", /obj/item/weapon/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_red"
|
|
item_state = "coil_red"
|
|
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 = 2
|
|
throw_speed = 3
|
|
throw_range = 5
|
|
materials = list(MAT_METAL=10, MAT_GLASS=5)
|
|
flags = CONDUCT
|
|
slot_flags = SLOT_BELT
|
|
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
|
|
singular_name = "cable piece"
|
|
|
|
/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("<span class='suicide'>[user] is making a noose with the [src.name]! It looks like \he's trying to commit suicide.</span>")
|
|
else
|
|
user.visible_message("<span class='suicide'>[user] is strangling \himself with the [src.name]! It looks like \he's trying to commit suicide.</span>")
|
|
return(OXYLOSS)
|
|
|
|
/obj/item/stack/cable_coil/New(loc, amount = MAXCOIL, var/param_color = null)
|
|
..()
|
|
src.amount = amount
|
|
if(param_color)
|
|
item_color = param_color
|
|
pixel_x = rand(-2,2)
|
|
pixel_y = rand(-2,2)
|
|
update_icon()
|
|
recipes = 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 == ORGAN_ROBOTIC)
|
|
user.visible_message("<span class='notice'>[user] starts to fix some of the wires in [H]'s [affecting.name].</span>", "<span class='notice'>You start fixing some of the wires in [H]'s [affecting.name].</span>")
|
|
if(!do_mob(user, H, 50))
|
|
return
|
|
if(item_heal_robotic(H, user, 0, 5))
|
|
use(1)
|
|
return
|
|
else
|
|
return ..()
|
|
|
|
|
|
/obj/item/stack/cable_coil/update_icon()
|
|
if(!item_color)
|
|
item_color = pick("red", "yellow", "blue", "green")
|
|
item_state = "coil_[item_color]"
|
|
if(amount == 1)
|
|
icon_state = "coil_[item_color]1"
|
|
name = "cable piece"
|
|
else if(amount == 2)
|
|
icon_state = "coil_[item_color]2"
|
|
name = "cable piece"
|
|
else
|
|
icon_state = "coil_[item_color]"
|
|
name = "cable coil"
|
|
|
|
/obj/item/stack/cable_coil/attack_hand(mob/user)
|
|
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" + (item_color == "red" ? "" : "/" + item_color)
|
|
return new path (location)
|
|
|
|
// called when cable_coil is clicked on a turf
|
|
/obj/item/stack/cable_coil/proc/place_turf(turf/T, mob/user)
|
|
if(!isturf(user.loc))
|
|
return
|
|
|
|
if(!T.can_have_cabling())
|
|
user << "<span class='warning'>You can only lay cables on catwalks and plating!</span>"
|
|
return
|
|
|
|
if(get_amount() < 1) // Out of cable
|
|
user << "<span class='warning'>There is no cable left!</span>"
|
|
return
|
|
|
|
if(get_dist(T,user) > 1) // Too far
|
|
user << "<span class='warning'>You can't lay cable at a place that far away!</span>"
|
|
return
|
|
|
|
else
|
|
var/dirn
|
|
|
|
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)
|
|
|
|
for(var/obj/structure/cable/LC in T)
|
|
if(LC.d2 == dirn && LC.d1 == 0)
|
|
user << "<span class='warning'>There's already a cable at that position!</span>"
|
|
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.updateicon()
|
|
|
|
//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
|
|
C.Deconstruct()
|
|
|
|
// 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/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
|
|
user << "<span class='warning'>You can't lay cable at a place that far away!</span>"
|
|
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
|
|
user << "<span class='warning'>You can only lay cables on catwalks and plating!</span>"
|
|
return
|
|
if(U.intact) //can't place a cable if it's a plating with a tile on it
|
|
user << "<span class='warning'>You can't lay cable there unless the floor tiles are removed!</span>"
|
|
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)
|
|
user << "<span class='warning'>There's already a cable at that position!</span>"
|
|
return
|
|
|
|
var/obj/structure/cable/NC = get_new_cable (U)
|
|
|
|
NC.d1 = 0
|
|
NC.d2 = fdirn
|
|
NC.add_fingerprint()
|
|
NC.updateicon()
|
|
|
|
//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
|
|
user << "<span class='warning'>There's already a cable at that position!</span>"
|
|
return
|
|
|
|
|
|
C.cableColor(item_color)
|
|
|
|
C.d1 = nd1
|
|
C.d2 = nd2
|
|
|
|
//updates the stored cable coil
|
|
C.update_stored(2, item_color)
|
|
|
|
C.add_fingerprint()
|
|
C.updateicon()
|
|
|
|
|
|
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/cut
|
|
item_state = "coil_red2"
|
|
|
|
/obj/item/stack/cable_coil/cut/New(loc)
|
|
..()
|
|
src.amount = rand(1,2)
|
|
pixel_x = rand(-2,2)
|
|
pixel_y = rand(-2,2)
|
|
update_icon()
|
|
|
|
/obj/item/stack/cable_coil/yellow
|
|
item_color = "yellow"
|
|
icon_state = "coil_yellow"
|
|
|
|
/obj/item/stack/cable_coil/blue
|
|
item_color = "blue"
|
|
icon_state = "coil_blue"
|
|
item_state = "coil_blue"
|
|
|
|
/obj/item/stack/cable_coil/green
|
|
item_color = "green"
|
|
icon_state = "coil_green"
|
|
|
|
/obj/item/stack/cable_coil/pink
|
|
item_color = "pink"
|
|
icon_state = "coil_pink"
|
|
|
|
/obj/item/stack/cable_coil/orange
|
|
item_color = "orange"
|
|
icon_state = "coil_orange"
|
|
|
|
/obj/item/stack/cable_coil/cyan
|
|
item_color = "cyan"
|
|
icon_state = "coil_cyan"
|
|
|
|
/obj/item/stack/cable_coil/white
|
|
item_color = "white"
|
|
icon_state = "coil_white"
|
|
|
|
/obj/item/stack/cable_coil/random/New()
|
|
item_color = pick("red","orange","yellow","green","cyan","blue","pink","white")
|
|
icon_state = "coil_[item_color]"
|
|
..()
|