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https://github.com/Bubberstation/Bubberstation.git
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About The Pull Request I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.) This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering. I'll do my best to keep this compact, but there's only so much I can do. Sorry brother. Core idea OK: first thing. vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc. This is bad. But how to do better? It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly. We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed. But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect. Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on). That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly. Everything else is just gravy. About the Plane Cube Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane. We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live. As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well. Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you. About Plane Master Groups BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc) Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc. So we need to maintain a mirror of each plane for every map we have open. This was quite messy, so I've refactored it (and maps too) to be a bit more modular. Rather then storing a list of plane masters, we store a list of plane master group datums. Each datum is in charge of the plane masters for its particular map, both creating them, and managing them. Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to. Much better then the hardcoded pattern we used to use. So much duplicated code man. Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers. image In addition, I've added a debug ui for plane masters. It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays. It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live. In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc. It also comes with an info dump about the ui, and plane masters/relays in general. Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible. See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md. "Landing" planes Ok so I've explained the backend, but how do we actually land planes properly? Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use. This is just a lot of gruntwork, but it's occasionally more complex. Sometimes we need to cache a list of z layer -> effect, and then use that. Also a LOT of updating on z move. So much z move shit. Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags. This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday I also need to update mob overlays on move. I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order. The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet. It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point. Behavior changes We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it. So instead we display the other side as a ui element. It's worse, but not that bad. Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior. The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane. I don't really care, but it should be fixable, I think, given elbow grease. Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think. Why It's Good For The Game <visual candy> Fixes #65800 Fixes #68461 Changelog cl refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb /cl
752 lines
24 KiB
Plaintext
752 lines
24 KiB
Plaintext
//Use this only for things that aren't a subtype of obj/machinery/power
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//For things that are, override "should_have_node()" on them
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GLOBAL_LIST_INIT(wire_node_generating_types, typecacheof(list(/obj/structure/grille)))
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#define UNDER_SMES -1
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#define UNDER_TERMINAL 1
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///////////////////////////////
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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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/obj/structure/cable
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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/layer_cable.dmi'
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icon_state = "l2-1-2-4-8-node"
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color = "yellow"
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layer = WIRE_LAYER //Above hidden pipes, GAS_PIPE_HIDDEN_LAYER
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anchored = TRUE
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obj_flags = CAN_BE_HIT
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var/linked_dirs = 0 //bitflag
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var/node = FALSE //used for sprites display
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var/cable_layer = CABLE_LAYER_2 //bitflag
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var/machinery_layer = MACHINERY_LAYER_1 //bitflag
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var/datum/powernet/powernet
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/obj/structure/cable/layer1
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color = "red"
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cable_layer = CABLE_LAYER_1
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machinery_layer = null
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layer = WIRE_LAYER - 0.01
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icon_state = "l1-1-2-4-8-node"
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/obj/structure/cable/layer3
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color = "blue"
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cable_layer = CABLE_LAYER_3
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machinery_layer = null
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layer = WIRE_LAYER + 0.01
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icon_state = "l4-1-2-4-8-node"
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/obj/structure/cable/Initialize(mapload)
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. = ..()
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GLOB.cable_list += src //add it to the global cable list
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Connect_cable()
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AddElement(/datum/element/undertile, TRAIT_T_RAY_VISIBLE)
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RegisterSignal(src, COMSIG_RAT_INTERACT, .proc/on_rat_eat)
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if(isturf(loc))
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var/turf/turf_loc = loc
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turf_loc.add_blueprints_preround(src)
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/obj/structure/cable/proc/on_rat_eat(datum/source, mob/living/simple_animal/hostile/regalrat/king)
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SIGNAL_HANDLER
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if(avail())
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king.apply_damage(10)
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playsound(king, 'sound/effects/sparks2.ogg', 100, TRUE)
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deconstruct()
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///Set the linked indicator bitflags
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/obj/structure/cable/proc/Connect_cable(clear_before_updating = FALSE)
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var/under_thing = NONE
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if(clear_before_updating)
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linked_dirs = 0
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var/obj/machinery/power/search_parent
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for(var/obj/machinery/power/P in loc)
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if(istype(P, /obj/machinery/power/terminal))
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under_thing = UNDER_TERMINAL
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search_parent = P
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break
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if(istype(P, /obj/machinery/power/smes))
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under_thing = UNDER_SMES
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search_parent = P
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break
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for(var/check_dir in GLOB.cardinals)
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var/TB = get_step(src, check_dir)
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//don't link from smes to its terminal
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if(under_thing)
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switch(under_thing)
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if(UNDER_SMES)
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var/obj/machinery/power/terminal/term = locate(/obj/machinery/power/terminal) in TB
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//Why null or equal to the search parent?
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//during map init it's possible for a placed smes terminal to not have initialized to the smes yet
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//but the cable underneath it is ready to link.
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//I don't believe null is even a valid state for a smes terminal while the game is actually running
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//So in the rare case that this happens, we also shouldn't connect
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//This might break.
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if(term && (!term.master || term.master == search_parent))
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continue
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if(UNDER_TERMINAL)
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var/obj/machinery/power/smes/S = locate(/obj/machinery/power/smes) in TB
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if(S && (!S.terminal || S.terminal == search_parent))
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continue
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var/inverse = turn(check_dir, 180)
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for(var/obj/structure/cable/C in TB)
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if(C.cable_layer & cable_layer)
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linked_dirs |= check_dir
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C.linked_dirs |= inverse
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C.update_appearance()
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update_appearance()
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///Clear the linked indicator bitflags
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/obj/structure/cable/proc/Disconnect_cable()
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for(var/check_dir in GLOB.cardinals)
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var/inverse = turn(check_dir, 180)
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if(linked_dirs & check_dir)
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var/TB = get_step(loc, check_dir)
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for(var/obj/structure/cable/C in TB)
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if(cable_layer & C.cable_layer)
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C.linked_dirs &= ~inverse
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C.update_appearance()
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/obj/structure/cable/Destroy() // called when a cable is deleted
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Disconnect_cable()
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if(powernet)
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cut_cable_from_powernet() // update the powernets
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GLOB.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/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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new /obj/item/stack/cable_coil(drop_location(), 1)
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qdel(src)
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///////////////////////////////////
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// General procedures
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///////////////////////////////////
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/obj/structure/cable/update_icon_state()
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if(!linked_dirs)
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icon_state = "l[cable_layer]-noconnection"
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return ..()
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var/list/dir_icon_list = list()
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for(var/check_dir in GLOB.cardinals)
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if(linked_dirs & check_dir)
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dir_icon_list += "[check_dir]"
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var/dir_string = dir_icon_list.Join("-")
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if(dir_icon_list.len > 1)
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for(var/obj/O in loc)
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if(GLOB.wire_node_generating_types[O.type])
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dir_string = "[dir_string]-node"
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break
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else if(istype(O, /obj/machinery/power))
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var/obj/machinery/power/P = O
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if(P.should_have_node())
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dir_string = "[dir_string]-node"
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break
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dir_string = "l[cable_layer]-[dir_string]"
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icon_state = dir_string
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return ..()
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/obj/structure/cable/examine(mob/user)
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. = ..()
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if(isobserver(user))
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. += get_power_info()
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/obj/structure/cable/proc/handlecable(obj/item/W, mob/user, params)
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var/turf/T = get_turf(src)
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if(T.underfloor_accessibility < UNDERFLOOR_INTERACTABLE)
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return
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if(W.tool_behaviour == TOOL_WIRECUTTER)
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if (shock(user, 50))
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return
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user.visible_message(span_notice("[user] cuts the cable."), span_notice("You cut the cable."))
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investigate_log("was cut by [key_name(usr)] in [AREACOORD(src)]", INVESTIGATE_WIRES)
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deconstruct()
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return
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else if(W.tool_behaviour == TOOL_MULTITOOL)
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to_chat(user, get_power_info())
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shock(user, 5, 0.2)
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add_fingerprint(user)
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/obj/structure/cable/proc/get_power_info()
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if(powernet?.avail > 0)
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return span_danger("Total power: [display_power(powernet.avail)]\nLoad: [display_power(powernet.load)]\nExcess power: [display_power(surplus())]")
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else
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return span_danger("The cable is not powered.")
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// Items usable on a cable :
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// - Wirecutters : cut it duh !
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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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handlecable(W, user, params)
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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 FALSE
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if(electrocute_mob(user, powernet, src, siemens_coeff))
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do_sparks(5, TRUE, src)
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return TRUE
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else
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return FALSE
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/obj/structure/cable/singularity_pull(S, current_size)
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..()
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if(current_size >= STAGE_FIVE)
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deconstruct()
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////////////////////////////////////////////
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// Power related
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///////////////////////////////////////////
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// All power generation handled in add_avail()
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// Machines should use add_load(), surplus(), avail()
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// Non-machines should use add_delayedload(), delayed_surplus(), newavail()
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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 clamp(powernet.avail-powernet.load, 0, powernet.avail)
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else
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return 0
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/obj/structure/cable/proc/avail(amount)
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if(powernet)
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return amount ? powernet.avail >= amount : powernet.avail
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else
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return 0
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/obj/structure/cable/proc/add_delayedload(amount)
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if(powernet)
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powernet.delayedload += amount
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/obj/structure/cable/proc/delayed_surplus()
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if(powernet)
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return clamp(powernet.newavail - powernet.delayedload, 0, powernet.newavail)
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else
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return 0
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/obj/structure/cable/proc/newavail()
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if(powernet)
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return powernet.newavail
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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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// 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/inverse_dir = (!direction)? 0 : turn(direction, 180) //flip the direction, to match with the source position on its turf
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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(!(cable_layer & C.cable_layer))
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continue
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if(C.linked_dirs & inverse_dir) //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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node = FALSE
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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 where a cable is present
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for(var/atom/movable/AM in loc)
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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) //already connected
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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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node = TRUE
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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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/obj/structure/cable/proc/get_cable_connections(powernetless_only)
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. = list()
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var/turf/T = get_turf(src)
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for(var/check_dir in GLOB.cardinals)
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if(linked_dirs & check_dir)
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T = get_step(src, check_dir)
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for(var/obj/structure/cable/C in T)
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if(cable_layer & C.cable_layer)
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. += C
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/obj/structure/cable/proc/get_all_cable_connections(powernetless_only)
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. = list()
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var/turf/T
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for(var/check_dir in GLOB.cardinals)
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T = get_step(src, check_dir)
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for(var/obj/structure/cable/C in T.contents - src)
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. += C
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/obj/structure/cable/proc/get_machine_connections(powernetless_only)
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. = list()
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for(var/obj/machinery/power/P in get_turf(src))
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if(!powernetless_only || !P.powernet)
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if(P.anchored)
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. += P
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/obj/structure/cable/proc/auto_propagate_cut_cable(obj/O)
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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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//Makes a new network for the cable and propgates it. If we already have one, just die
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/obj/structure/cable/proc/propagate_if_no_network()
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if(powernet)
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return
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var/datum/powernet/newPN = new()
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propagate_network(src, newPN)
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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(remove = TRUE)
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if(!powernet)
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return
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var/turf/T1 = loc
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if(!T1)
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return
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//clear the powernet of any machines on tile first
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for(var/obj/machinery/power/P in T1)
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P.disconnect_from_network()
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var/list/P_list = list()
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for(var/dir_check in GLOB.cardinals)
|
|
if(linked_dirs & dir_check)
|
|
T1 = get_step(loc, dir_check)
|
|
P_list += locate(/obj/structure/cable) in T1
|
|
|
|
// 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
|
|
|
|
var/first = TRUE
|
|
for(var/obj/O in P_list)
|
|
if(first)
|
|
first = FALSE
|
|
continue
|
|
addtimer(CALLBACK(O, .proc/auto_propagate_cut_cable, O), 0) //so we don't rebuild the network X times when singulo/explosion destroys a line of X cables
|
|
|
|
///////////////////////////////////////////////
|
|
// The cable coil object, used for laying cable
|
|
///////////////////////////////////////////////
|
|
|
|
////////////////////////////////
|
|
// Definitions
|
|
////////////////////////////////
|
|
|
|
#define CABLE_RESTRAINTS_COST 15
|
|
|
|
/obj/item/stack/cable_coil
|
|
name = "cable coil"
|
|
custom_price = PAYCHECK_LOWER * 0.8
|
|
gender = NEUTER //That's a cable coil sounds better than that's some cable coils
|
|
icon = 'icons/obj/power.dmi'
|
|
icon_state = "coil"
|
|
inhand_icon_state = "coil"
|
|
base_icon_state = "coil"
|
|
novariants = FALSE
|
|
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
|
|
color = "yellow"
|
|
desc = "A coil of insulated power cable."
|
|
throwforce = 0
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
throw_speed = 3
|
|
throw_range = 5
|
|
mats_per_unit = list(/datum/material/iron=10, /datum/material/glass=5)
|
|
flags_1 = CONDUCT_1
|
|
slot_flags = ITEM_SLOT_BELT
|
|
attack_verb_continuous = list("whips", "lashes", "disciplines", "flogs")
|
|
attack_verb_simple = list("whip", "lash", "discipline", "flog")
|
|
singular_name = "cable piece"
|
|
full_w_class = WEIGHT_CLASS_SMALL
|
|
grind_results = list(/datum/reagent/copper = 2) //2 copper per cable in the coil
|
|
usesound = 'sound/items/deconstruct.ogg'
|
|
cost = 1
|
|
source = /datum/robot_energy_storage/wire
|
|
var/cable_color = "yellow"
|
|
var/obj/structure/cable/target_type = /obj/structure/cable
|
|
var/target_layer = CABLE_LAYER_2
|
|
|
|
/obj/item/stack/cable_coil/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
|
|
. = ..()
|
|
pixel_x = base_pixel_x + rand(-2, 2)
|
|
pixel_y = base_pixel_y + rand(-2, 2)
|
|
update_appearance()
|
|
|
|
/obj/item/stack/cable_coil/examine(mob/user)
|
|
. = ..()
|
|
. += "<b>Ctrl+Click</b> to change the layer you are placing on."
|
|
|
|
/obj/item/stack/cable_coil/update_name()
|
|
. = ..()
|
|
name = "cable [(amount < 3) ? "piece" : "coil"]"
|
|
|
|
/obj/item/stack/cable_coil/update_desc()
|
|
. = ..()
|
|
desc = "A [(amount < 3) ? "piece" : "coil"] of insulated power cable."
|
|
|
|
/obj/item/stack/cable_coil/update_icon_state()
|
|
if(novariants)
|
|
return
|
|
. = ..()
|
|
icon_state = "[base_icon_state][amount < 3 ? amount : ""]"
|
|
|
|
/obj/item/stack/cable_coil/suicide_act(mob/user)
|
|
if(locate(/obj/structure/chair/stool) in get_turf(user))
|
|
user.visible_message(span_suicide("[user] is making a noose with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
|
|
else
|
|
user.visible_message(span_suicide("[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/proc/check_menu(mob/living/user)
|
|
if(!istype(user))
|
|
return FALSE
|
|
if(!ISADVANCEDTOOLUSER(user))
|
|
to_chat(user, span_warning("You don't have the dexterity to do this!"))
|
|
return FALSE
|
|
if(user.incapacitated() || !user.Adjacent(src))
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/obj/item/stack/cable_coil/attack_self(mob/living/user)
|
|
if(!user)
|
|
return
|
|
|
|
var/image/restraints_icon = image(icon = 'icons/obj/restraints.dmi', icon_state = "cuff")
|
|
restraints_icon.maptext = MAPTEXT("<span [amount >= CABLE_RESTRAINTS_COST ? "" : "style='color: red'"]>[CABLE_RESTRAINTS_COST]</span>")
|
|
|
|
var/list/radial_menu = list(
|
|
"Layer 1" = image(icon = 'icons/hud/radial.dmi', icon_state = "coil-red"),
|
|
"Layer 2" = image(icon = 'icons/hud/radial.dmi', icon_state = "coil-yellow"),
|
|
"Layer 3" = image(icon = 'icons/hud/radial.dmi', icon_state = "coil-blue"),
|
|
"Multilayer cable hub" = image(icon = 'icons/obj/power.dmi', icon_state = "cable_bridge"),
|
|
"Multi Z layer cable hub" = image(icon = 'icons/obj/power.dmi', icon_state = "cablerelay-broken-cable"),
|
|
"Cable restraints" = restraints_icon
|
|
)
|
|
|
|
var/layer_result = show_radial_menu(user, src, radial_menu, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
|
|
if(!check_menu(user))
|
|
return
|
|
switch(layer_result)
|
|
if("Layer 1")
|
|
color = "red"
|
|
target_type = /obj/structure/cable/layer1
|
|
target_layer = CABLE_LAYER_1
|
|
novariants = FALSE
|
|
if("Layer 2")
|
|
color = "yellow"
|
|
target_type = /obj/structure/cable
|
|
target_layer = CABLE_LAYER_2
|
|
novariants = FALSE
|
|
if("Layer 3")
|
|
color = "blue"
|
|
target_type = /obj/structure/cable/layer3
|
|
target_layer = CABLE_LAYER_3
|
|
novariants = FALSE
|
|
if("Multilayer cable hub")
|
|
name = "multilayer cable hub"
|
|
desc = "A multilayer cable hub."
|
|
icon_state = "cable_bridge"
|
|
color = "white"
|
|
target_type = /obj/structure/cable/multilayer
|
|
target_layer = CABLE_LAYER_2
|
|
novariants = TRUE
|
|
if("Multi Z layer cable hub")
|
|
name = "multi z layer cable hub"
|
|
desc = "A multi-z layer cable hub."
|
|
icon_state = "cablerelay-broken-cable"
|
|
color = "white"
|
|
target_type = /obj/structure/cable/multilayer/multiz
|
|
target_layer = CABLE_LAYER_2
|
|
novariants = TRUE
|
|
if("Cable restraints")
|
|
if (amount >= CABLE_RESTRAINTS_COST)
|
|
if(use(CABLE_RESTRAINTS_COST))
|
|
var/obj/item/restraints/handcuffs/cable/restraints = new
|
|
restraints.color = color
|
|
user.put_in_hands(restraints)
|
|
update_appearance()
|
|
|
|
|
|
///////////////////////////////////
|
|
// 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 && !IS_ORGANIC_LIMB(affecting))
|
|
if(user == H)
|
|
user.visible_message(span_notice("[user] starts to fix some of the wires in [H]'s [affecting.name]."), span_notice("You start fixing some of the wires in [H == user ? "your" : "[H]'s"] [affecting.name]."))
|
|
if(!do_mob(user, H, 50))
|
|
return
|
|
if(item_heal_robotic(H, user, 0, 15))
|
|
use(1)
|
|
return
|
|
else
|
|
return ..()
|
|
|
|
|
|
///////////////////////////////////////////////
|
|
// Cable laying procedures
|
|
//////////////////////////////////////////////
|
|
|
|
// 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.underfloor_accessibility < UNDERFLOOR_INTERACTABLE || !T.can_have_cabling())
|
|
to_chat(user, span_warning("You can only lay cables on catwalks and plating!"))
|
|
return
|
|
|
|
if(get_amount() < 1) // Out of cable
|
|
to_chat(user, span_warning("There is no cable left!"))
|
|
return
|
|
|
|
if(get_dist(T,user) > 1) // Too far
|
|
to_chat(user, span_warning("You can't lay cable at a place that far away!"))
|
|
return
|
|
|
|
for(var/obj/structure/cable/C in T)
|
|
if(C.cable_layer & target_layer)
|
|
to_chat(user, span_warning("There's already a cable at that position!"))
|
|
return
|
|
|
|
var/obj/structure/cable/C = new target_type(T)
|
|
|
|
//create a new powernet with the cable, if needed it will be merged later
|
|
var/datum/powernet/PN = new()
|
|
PN.add_cable(C)
|
|
|
|
for(var/dir_check in GLOB.cardinals)
|
|
C.mergeConnectedNetworks(dir_check) //merge the powernet with adjacents powernets
|
|
C.mergeConnectedNetworksOnTurf() //merge the powernet with on turf powernets
|
|
|
|
use(1)
|
|
|
|
if(C.shock(user, 50))
|
|
if(prob(50)) //fail
|
|
C.deconstruct()
|
|
|
|
return C
|
|
|
|
/obj/item/stack/cable_coil/five
|
|
amount = 5
|
|
|
|
/obj/item/stack/cable_coil/cut
|
|
amount = null
|
|
icon_state = "coil2"
|
|
worn_icon_state = "coil"
|
|
base_icon_state = "coil2"
|
|
|
|
/obj/item/stack/cable_coil/cut/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
|
|
if(!amount)
|
|
amount = rand(1,2)
|
|
. = ..()
|
|
pixel_x = base_pixel_x + rand(-2, 2)
|
|
pixel_y = base_pixel_y + rand(-2, 2)
|
|
update_appearance()
|
|
|
|
#undef CABLE_RESTRAINTS_COST
|
|
#undef UNDER_SMES
|
|
#undef UNDER_TERMINAL
|
|
|
|
///multilayer cable to connect different layers
|
|
/obj/structure/cable/multilayer
|
|
name = "multilayer cable hub"
|
|
desc = "A flexible, superconducting insulated multilayer hub for heavy-duty multilayer power transfer."
|
|
icon = 'icons/obj/power.dmi'
|
|
icon_state = "cable_bridge"
|
|
cable_layer = CABLE_LAYER_2
|
|
machinery_layer = MACHINERY_LAYER_1
|
|
layer = WIRE_LAYER - 0.02 //Below all cables Disabled layers can lay over hub
|
|
color = "white"
|
|
|
|
/obj/structure/cable/multilayer/update_icon_state()
|
|
SHOULD_CALL_PARENT(FALSE)
|
|
return
|
|
|
|
/obj/structure/cable/multilayer/update_icon()
|
|
. = ..()
|
|
underlays.Cut()
|
|
var/mutable_appearance/cable_node_3 = mutable_appearance('icons/obj/power_cond/layer_cable.dmi', "l4-1-2-4-8-node")
|
|
cable_node_3.color = "blue"
|
|
cable_node_3?.alpha = cable_layer & CABLE_LAYER_3 ? 255 : 0
|
|
underlays += cable_node_3
|
|
var/mutable_appearance/cable_node_2 = mutable_appearance('icons/obj/power_cond/layer_cable.dmi', "l2-1-2-4-8-node")
|
|
cable_node_2.color = "yellow"
|
|
cable_node_2?.alpha = cable_layer & CABLE_LAYER_2 ? 255 : 0
|
|
underlays += cable_node_2
|
|
var/mutable_appearance/cable_node_1 = mutable_appearance('icons/obj/power_cond/layer_cable.dmi', "l1-1-2-4-8-node")
|
|
cable_node_1.color = "red"
|
|
cable_node_1?.alpha = cable_layer & CABLE_LAYER_1 ? 255 : 0
|
|
underlays += cable_node_1
|
|
var/mutable_appearance/machinery_node = mutable_appearance('icons/obj/power_cond/layer_cable.dmi', "l2-noconnection")
|
|
machinery_node.color = "black"
|
|
machinery_node?.alpha = machinery_layer & MACHINERY_LAYER_1 ? 255 : 0
|
|
underlays += machinery_node
|
|
|
|
/obj/structure/cable/multilayer/Initialize(mapload)
|
|
. = ..()
|
|
var/turf/T = get_turf(src)
|
|
for(var/obj/structure/cable/C in T.contents - src)
|
|
if(C.cable_layer & cable_layer)
|
|
C.deconstruct() // remove adversary cable
|
|
if(!mapload)
|
|
auto_propagate_cut_cable(src)
|
|
|
|
update_appearance()
|
|
|
|
/obj/structure/cable/multilayer/examine(mob/user)
|
|
. += ..()
|
|
. += span_notice("L1:[cable_layer & CABLE_LAYER_1 ? "Connect" : "Disconnect"].")
|
|
. += span_notice("L2:[cable_layer & CABLE_LAYER_2 ? "Connect" : "Disconnect"].")
|
|
. += span_notice("L3:[cable_layer & CABLE_LAYER_3 ? "Connect" : "Disconnect"].")
|
|
. += span_notice("M:[machinery_layer & MACHINERY_LAYER_1 ? "Connect" : "Disconnect"].")
|
|
|
|
GLOBAL_LIST(hub_radial_layer_list)
|
|
|
|
/obj/structure/cable/multilayer/attack_robot(mob/user)
|
|
attack_hand(user)
|
|
|
|
/obj/structure/cable/multilayer/attack_hand(mob/living/user, list/modifiers)
|
|
if(!user)
|
|
return
|
|
if(!GLOB.hub_radial_layer_list)
|
|
GLOB.hub_radial_layer_list = list(
|
|
"Layer 1" = image(icon = 'icons/hud/radial.dmi', icon_state = "coil-red"),
|
|
"Layer 2" = image(icon = 'icons/hud/radial.dmi', icon_state = "coil-yellow"),
|
|
"Layer 3" = image(icon = 'icons/hud/radial.dmi', icon_state = "coil-blue"),
|
|
"Machinery" = image(icon = 'icons/obj/power.dmi', icon_state = "smes")
|
|
)
|
|
|
|
var/layer_result = show_radial_menu(user, src, GLOB.hub_radial_layer_list, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
|
|
if(!check_menu(user))
|
|
return
|
|
var/CL
|
|
switch(layer_result)
|
|
if("Layer 1")
|
|
CL = CABLE_LAYER_1
|
|
to_chat(user, span_warning("You toggle L1 connection."))
|
|
if("Layer 2")
|
|
CL = CABLE_LAYER_2
|
|
to_chat(user, span_warning("You toggle L2 connection."))
|
|
if("Layer 3")
|
|
CL = CABLE_LAYER_3
|
|
to_chat(user, span_warning("You toggle L3 connection."))
|
|
if("Machinery")
|
|
machinery_layer ^= MACHINERY_LAYER_1
|
|
to_chat(user, span_warning("You toggle machinery connection."))
|
|
|
|
cut_cable_from_powernet(FALSE)
|
|
|
|
Disconnect_cable()
|
|
|
|
cable_layer ^= CL
|
|
|
|
Connect_cable(TRUE)
|
|
|
|
Reload()
|
|
|
|
/obj/structure/cable/multilayer/proc/check_menu(mob/living/user)
|
|
if(!istype(user))
|
|
return FALSE
|
|
if(!ISADVANCEDTOOLUSER(user))
|
|
to_chat(user, span_warning("You don't have the dexterity to do this!"))
|
|
return FALSE
|
|
if(user.incapacitated() || !user.Adjacent(src))
|
|
return FALSE
|
|
return TRUE
|
|
|
|
///Reset powernet in this hub.
|
|
/obj/structure/cable/multilayer/proc/Reload()
|
|
var/turf/T = get_turf(src)
|
|
for(var/obj/structure/cable/C in T.contents - src)
|
|
if(C.cable_layer & cable_layer)
|
|
C.deconstruct() // remove adversary cable
|
|
auto_propagate_cut_cable(src) // update the powernets
|
|
|
|
/obj/structure/cable/multilayer/CtrlClick(mob/living/user)
|
|
to_chat(user, span_warning("You push the reset button."))
|
|
addtimer(CALLBACK(src, .proc/Reload), 10, TIMER_UNIQUE) //spam protect
|
|
|
|
// This is a mapping aid. In order for this to be placed on a map and function, all three layers need to have their nodes active
|
|
/obj/structure/cable/multilayer/connected
|
|
cable_layer = CABLE_LAYER_1 | CABLE_LAYER_2 | CABLE_LAYER_3
|