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* Refactors most spans into span procs * AA * a * AAAAAAAAAAAAAAAAAAAAAA * Update species.dm Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
373 lines
11 KiB
Plaintext
373 lines
11 KiB
Plaintext
/*
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All the important duct code:
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/code/datums/components/plumbing/plumbing.dm
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/code/datums/ductnet.dm
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*/
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/obj/machinery/duct
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name = "fluid duct"
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icon = 'icons/obj/plumbing/fluid_ducts.dmi'
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icon_state = "nduct"
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///bitfield with the directions we're connected in
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var/connects
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///set to TRUE to disable smart duct behaviour
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var/dumb = FALSE
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///wheter we allow our connects to be changed after initialization or not
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var/lock_connects = FALSE
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///our ductnet, wich tracks what we're connected to
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var/datum/ductnet/duct
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///amount we can transfer per process. note that the ductnet can carry as much as the lowest capacity duct
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var/capacity = 10
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///the color of our duct
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var/duct_color = null
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///TRUE to ignore colors, so yeah we also connect with other colors without issue
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var/ignore_colors = FALSE
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///1,2,4,8,16
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var/duct_layer = DUCT_LAYER_DEFAULT
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///whether we allow our layers to be altered
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var/lock_layers = FALSE
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///TRUE to let colors connect when forced with a wrench, false to just not do that at all
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var/color_to_color_support = TRUE
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///wheter to even bother with plumbing code or not
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var/active = TRUE
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///track ducts we're connected to. Mainly for ducts we connect to that we normally wouldn't, like different layers and colors, for when we regenerate the ducts
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var/list/neighbours = list()
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///wheter we just unanchored or drop whatever is in the variable. either is safe
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var/drop_on_wrench = /obj/item/stack/ducts
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/obj/machinery/duct/Initialize(mapload, no_anchor, color_of_duct = "#ffffff", layer_of_duct = DUCT_LAYER_DEFAULT, force_connects)
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. = ..()
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if(no_anchor)
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active = FALSE
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set_anchored(FALSE)
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else if(!can_anchor())
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qdel(src)
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CRASH("Overlapping ducts detected")
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if(force_connects)
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connects = force_connects //skip change_connects() because we're still initializing and we need to set our connects at one point
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if(!lock_layers)
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duct_layer = layer_of_duct
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if(!ignore_colors)
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duct_color = color_of_duct
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if(duct_color)
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add_atom_colour(duct_color, FIXED_COLOUR_PRIORITY)
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handle_layer()
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for(var/obj/machinery/duct/D in loc)
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if(D == src)
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continue
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if(D.duct_layer & duct_layer)
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disconnect_duct()
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attempt_connect()
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AddElement(/datum/element/undertile, TRAIT_T_RAY_VISIBLE)
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///start looking around us for stuff to connect to
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/obj/machinery/duct/proc/attempt_connect()
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for(var/atom/movable/AM in loc)
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for(var/plumber in AM.GetComponents(/datum/component/plumbing))
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if(!plumber) //apparently yes it will be null hahahaasahsdvashufv
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continue
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var/datum/component/plumbing/plumb = plumber
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if(plumb.active)
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disconnect_duct() //let's not built under plumbing machinery
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return
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for(var/D in GLOB.cardinals)
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if(dumb && !(D & connects))
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continue
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for(var/atom/movable/AM in get_step(src, D))
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if(connect_network(AM, D))
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add_connects(D)
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update_appearance()
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///see if whatever we found can be connected to
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/obj/machinery/duct/proc/connect_network(atom/movable/AM, direction, ignore_color)
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if(istype(AM, /obj/machinery/duct))
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return connect_duct(AM, direction, ignore_color)
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for(var/plumber in AM.GetComponents(/datum/component/plumbing))
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if(!plumber) //apparently yes it will be null hahahaasahsdvashufv
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continue
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. += connect_plumber(plumber, direction) //so that if one is true, all is true. beautiful.
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///connect to a duct
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/obj/machinery/duct/proc/connect_duct(obj/machinery/duct/D, direction, ignore_color)
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var/opposite_dir = turn(direction, 180)
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if(!active || !D.active)
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return
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if(!dumb && D.dumb && !(opposite_dir & D.connects))
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return
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if(dumb && D.dumb && !(connects & D.connects)) //we eliminated a few more scenarios in attempt connect
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return
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if((duct == D.duct) && duct)//check if we're not just comparing two null values
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add_neighbour(D, direction)
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D.add_connects(opposite_dir)
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D.update_appearance()
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return TRUE //tell the current pipe to also update it's sprite
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if(!(D in neighbours)) //we cool
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if((duct_color != D.duct_color) && !(ignore_colors || D.ignore_colors))
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return
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if(!(duct_layer & D.duct_layer))
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return
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if(D.duct)
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if(duct)
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duct.assimilate(D.duct)
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else
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D.duct.add_duct(src)
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else
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if(duct)
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duct.add_duct(D)
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else
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create_duct()
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duct.add_duct(D)
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add_neighbour(D, direction)
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//Delegate to timer subsystem so its handled the next tick and doesnt cause byond to mistake it for an infinite loop and kill the game
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addtimer(CALLBACK(D, .proc/attempt_connect))
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return TRUE
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///connect to a plumbing object
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/obj/machinery/duct/proc/connect_plumber(datum/component/plumbing/P, direction)
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var/opposite_dir = turn(direction, 180)
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if(duct_layer != P.ducting_layer)
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return FALSE
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if(!P.active)
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return
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var/comp_directions = P.supply_connects + P.demand_connects //they should never, ever have supply and demand connects overlap or catastrophic failure
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if(opposite_dir & comp_directions)
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if(!duct)
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create_duct()
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if(duct.add_plumber(P, opposite_dir))
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neighbours[P.parent] = direction
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return TRUE
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///we disconnect ourself from our neighbours. we also destroy our ductnet and tell our neighbours to make a new one
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/obj/machinery/duct/proc/disconnect_duct(skipanchor)
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if(!skipanchor) //since set_anchored calls us too.
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set_anchored(FALSE)
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active = FALSE
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if(duct)
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duct.remove_duct(src)
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lose_neighbours()
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reset_connects(0)
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update_appearance()
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if(ispath(drop_on_wrench) && !QDELING(src))
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new drop_on_wrench(drop_location())
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qdel(src)
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///Special proc to draw a new connect frame based on neighbours. not the norm so we can support multiple duct kinds
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/obj/machinery/duct/proc/generate_connects()
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if(lock_connects)
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return
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connects = 0
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for(var/A in neighbours)
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connects |= neighbours[A]
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update_appearance()
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///create a new duct datum
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/obj/machinery/duct/proc/create_duct()
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duct = new()
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duct.add_duct(src)
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///add a duct as neighbour. this means we're connected and will connect again if we ever regenerate
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/obj/machinery/duct/proc/add_neighbour(obj/machinery/duct/D, direction)
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if(!(D in neighbours))
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neighbours[D] = direction
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if(!(src in D.neighbours))
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D.neighbours[src] = turn(direction, 180)
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///remove all our neighbours, and remove us from our neighbours aswell
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/obj/machinery/duct/proc/lose_neighbours()
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for(var/obj/machinery/duct/D in neighbours)
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D.neighbours.Remove(src)
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neighbours = list()
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///add a connect direction
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/obj/machinery/duct/proc/add_connects(new_connects) //make this a define to cut proc calls?
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if(!lock_connects)
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connects |= new_connects
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///remove a connect direction
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/obj/machinery/duct/proc/remove_connects(dead_connects)
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if(!lock_connects)
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connects &= ~dead_connects
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///remove our connects
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/obj/machinery/duct/proc/reset_connects()
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if(!lock_connects)
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connects = 0
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///get a list of the ducts we can connect to if we are dumb
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/obj/machinery/duct/proc/get_adjacent_ducts()
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var/list/adjacents = list()
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for(var/A in GLOB.cardinals)
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if(A & connects)
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for(var/obj/machinery/duct/D in get_step(src, A))
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if((turn(A, 180) & D.connects) && D.active)
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adjacents += D
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return adjacents
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/obj/machinery/duct/update_icon_state()
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var/temp_icon = initial(icon_state)
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for(var/D in GLOB.cardinals)
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if(D & connects)
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if(D == NORTH)
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temp_icon += "_n"
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if(D == SOUTH)
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temp_icon += "_s"
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if(D == EAST)
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temp_icon += "_e"
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if(D == WEST)
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temp_icon += "_w"
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icon_state = temp_icon
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return ..()
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///update the layer we are on
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/obj/machinery/duct/proc/handle_layer()
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var/offset
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switch(duct_layer)//it's a bitfield, but it's fine because it only works when there's one layer, and multiple layers should be handled differently
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if(FIRST_DUCT_LAYER)
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offset = -10
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if(SECOND_DUCT_LAYER)
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offset = -5
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if(THIRD_DUCT_LAYER)
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offset = 0
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if(FOURTH_DUCT_LAYER)
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offset = 5
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if(FIFTH_DUCT_LAYER)
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offset = 10
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pixel_x = offset
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pixel_y = offset
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/obj/machinery/duct/set_anchored(anchorvalue)
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. = ..()
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if(isnull(.))
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return
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if(anchorvalue)
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active = TRUE
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attempt_connect()
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else
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disconnect_duct(TRUE)
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/obj/machinery/duct/wrench_act(mob/living/user, obj/item/I) //I can also be the RPD
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..()
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add_fingerprint(user)
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I.play_tool_sound(src)
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if(anchored || can_anchor())
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set_anchored(!anchored)
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user.visible_message( \
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"[user] [anchored ? null : "un"]fastens \the [src].", \
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span_notice("You [anchored ? null : "un"]fasten \the [src]."), \
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span_hear("You hear ratcheting."))
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return TRUE
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///collection of all the sanity checks to prevent us from stacking ducts that shouldn't be stacked
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/obj/machinery/duct/proc/can_anchor(turf/T)
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if(!T)
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T = get_turf(src)
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for(var/obj/machinery/duct/D in T)
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if(!anchored || D == src)
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continue
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for(var/A in GLOB.cardinals)
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if(A & connects && A & D.connects)
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return FALSE
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return TRUE
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/obj/machinery/duct/doMove(destination)
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. = ..()
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disconnect_duct()
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set_anchored(FALSE)
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/obj/machinery/duct/Destroy()
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disconnect_duct()
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return ..()
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/obj/machinery/duct/MouseDrop_T(atom/A, mob/living/user)
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if(!istype(A, /obj/machinery/duct))
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return
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var/obj/machinery/duct/D = A
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var/obj/item/I = user.get_active_held_item()
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if(I?.tool_behaviour != TOOL_WRENCH)
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to_chat(user, span_warning("You need to be holding a wrench in your active hand to do that!"))
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return
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if(get_dist(src, D) != 1)
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return
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var/direction = get_dir(src, D)
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if(!(direction in GLOB.cardinals))
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return
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if(duct_layer != D.duct_layer)
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return
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add_connects(direction) //the connect of the other duct is handled in connect_network, but do this here for the parent duct because it's not necessary in normal cases
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add_neighbour(D, direction)
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connect_network(D, direction, TRUE)
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update_appearance()
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/obj/item/stack/ducts
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name = "stack of duct"
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desc = "A stack of fluid ducts."
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singular_name = "duct"
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icon = 'icons/obj/plumbing/fluid_ducts.dmi'
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icon_state = "ducts"
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mats_per_unit = list(/datum/material/iron=500)
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w_class = WEIGHT_CLASS_TINY
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novariants = FALSE
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max_amount = 50
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item_flags = NOBLUDGEON
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merge_type = /obj/item/stack/ducts
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///Color of our duct
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var/duct_color = "grey"
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///Default layer of our duct
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var/duct_layer = "Default Layer"
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///Assoc index with all the available layers. yes five might be a bit much. Colors uses a global by the way
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var/list/layers = list("Second Layer" = SECOND_DUCT_LAYER, "Default Layer" = DUCT_LAYER_DEFAULT, "Fourth Layer" = FOURTH_DUCT_LAYER)
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/obj/item/stack/ducts/examine(mob/user)
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. = ..()
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. += span_notice("It's current color and layer are [duct_color] and [duct_layer]. Use in-hand to change.")
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/obj/item/stack/ducts/attack_self(mob/user)
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var/new_layer = input("Select a layer", "Layer") as null|anything in layers
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if(new_layer)
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duct_layer = new_layer
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var/new_color = input("Select a color", "Color") as null|anything in GLOB.pipe_paint_colors
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if(new_color)
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duct_color = new_color
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add_atom_colour(GLOB.pipe_paint_colors[new_color], FIXED_COLOUR_PRIORITY)
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/obj/item/stack/ducts/afterattack(atom/target, user, proximity)
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. = ..()
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if(!proximity)
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return
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if(istype(target, /obj/machinery/duct))
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var/obj/machinery/duct/D = target
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if(!D.anchored)
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add(1)
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qdel(D)
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check_attach_turf(target)
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/obj/item/stack/ducts/proc/check_attach_turf(atom/target)
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if(istype(target, /turf/open) && use(1))
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var/turf/open/open_turf = target
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new /obj/machinery/duct(open_turf, FALSE, GLOB.pipe_paint_colors[duct_color], layers[duct_layer])
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playsound(get_turf(src), 'sound/machines/click.ogg', 50, TRUE)
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/obj/item/stack/ducts/fifty
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amount = 50
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