mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-25 16:45:42 +00:00
Works pretty well. If it can't GC something, it'll just del() it and be done. Speed is amazing, holy shit. New procs you should be aware of: qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable). atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d. new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary. Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set. ISSUES: Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things. Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day. qdel() equipment doesn't unequip the item. Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here. Bots don't GC, probably in the radio controller. Lots of other shit doesn't GC but it's hard to find them because of the pipe spam. I think I'm calling Destroy() twice by accident.
636 lines
15 KiB
Plaintext
636 lines
15 KiB
Plaintext
// attach a wire to a power machine - leads from the turf you are standing on
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/obj/machinery/power/attackby(obj/item/weapon/W, mob/user)
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if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = W
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var/turf/T = user.loc
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if(T.intact || !istype(T, /turf/simulated/floor))
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return
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if(get_dist(src, user) > 1)
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return
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if(!directwired) // only for attaching to directwired machines
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return
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coil.turf_place(T, user)
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return
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else
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..()
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return
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/obj/structure/cable
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level = 1
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anchored =1
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var/datum/powernet/powernet
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name = "power cable"
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desc = "A flexible superconducting 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
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var/d2 = 1
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layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
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var/cable_color = "red"
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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
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/obj/structure/cable/Destroy() // called when a cable is deleted
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// if(!defer_powernet_rebuild) // set if network will be rebuilt manually
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if(powernet)
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powernet.cut_cable(src) // update the powernets
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cable_list -= src
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..() // then go ahead and delete the cable
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/obj/structure/cable/hide(var/i)
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if(level == 1 && istype(loc, /turf))
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invisibility = i ? 101 : 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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// returns the powernet this cable belongs to
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/obj/structure/cable/proc/get_powernet() //TODO: remove this as it is obsolete
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return powernet
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/obj/structure/cable/attack_tk(mob/user)
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return
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/obj/structure/cable/attackby(obj/item/W, mob/user)
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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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if(src.d1) // 0-X cables are 1 unit, X-X cables are 2 units long
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new/obj/item/stack/cable_coil(T, 2, cable_color)
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else
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new/obj/item/stack/cable_coil(T, 1, cable_color)
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for(var/mob/O in viewers(src, null))
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O.show_message("\red [user] cuts the cable.", 1)
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investigate_log("was cut by [key_name(usr, usr.client)] in [user.loc.loc]","wires")
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qdel(src)
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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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coil.cable_join(src, user)
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else if(istype(W, /obj/item/device/multitool))
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var/datum/powernet/PN = get_powernet() // find the powernet
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if(PN && (PN.avail > 0)) // is it powered?
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user << "\red [PN.avail]W in power network."
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else
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user << "\red The cable is not powered."
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shock(user, 5, 0.2)
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else
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if (W.flags & CONDUCT)
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shock(user, 50, 0.7)
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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, var/siemens_coeff = 1.0)
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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/effect/system/spark_spread/s = new /datum/effect/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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/obj/structure/cable/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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if(2.0)
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if (prob(50))
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new/obj/item/stack/cable_coil(src.loc, src.d1 ? 2 : 1, cable_color)
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qdel(src)
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if(3.0)
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if (prob(25))
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new/obj/item/stack/cable_coil(src.loc, src.d1 ? 2 : 1, cable_color)
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qdel(src)
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return
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// the cable coil object, used for laying cable
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#define MAXCOIL 30
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/obj/item/stack/cable_coil
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name = "cable coil"
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icon = 'icons/obj/power.dmi'
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icon_state = "coil_red"
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item_state = "coil_red"
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amount = MAXCOIL
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item_color = "red"
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desc = "A coil of power cable."
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throwforce = 0
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w_class = 2.0
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throw_speed = 3
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throw_range = 5
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m_amt = 50
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g_amt = 20
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flags = CONDUCT
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slot_flags = SLOT_BELT
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attack_verb = list("whipped", "lashed", "disciplined", "flogged")
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suicide_act(mob/user)
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if(locate(/obj/structure/stool) in user.loc)
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viewers(user) << "<span class='suicide'>[user] is making a noose with the [src.name]! It looks like \he's trying to commit suicide.</span>"
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else
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viewers(user) << "<span class='suicide'>[user] is strangling \himself with the [src.name]! It looks like \he's trying to commit suicide.</span>"
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return(OXYLOSS)
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/obj/item/stack/cable_coil/attack(mob/living/carbon/human/H, mob/user)
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if(!istype(H))
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return ..()
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var/obj/item/organ/limb/affecting = H.get_organ(check_zone(user.zone_sel.selecting))
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if(affecting.status == ORGAN_ROBOTIC)
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src.item_heal_robotic(H, user, 0, 30)
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src.use(1)
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return
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else
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return ..()
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/obj/item/stack/cable_coil/New(loc, amount = MAXCOIL, var/param_color = null)
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..()
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src.amount = amount
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if (param_color)
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item_color = param_color
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pixel_x = rand(-2,2)
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pixel_y = rand(-2,2)
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update_icon()
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/obj/item/stack/cable_coil/update_icon()
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if (!item_color)
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item_color = pick("red", "yellow", "blue", "green")
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if(amount == 1)
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icon_state = "coil_[item_color]1"
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name = "cable piece"
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else if(amount == 2)
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icon_state = "coil_[item_color]2"
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name = "cable piece"
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else
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icon_state = "coil_[item_color]"
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name = "cable coil"
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/obj/item/stack/cable_coil/examine()
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set src in view(1)
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if(amount == 1)
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usr << "A short piece of power cable."
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else if(amount == 2)
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usr << "A piece of power cable."
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else
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usr << "A coil of power cable. There are [amount] lengths of cable in the coil."
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/obj/item/stack/cable_coil/verb/make_restraint()
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set name = "Make Cable Restraints"
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set category = "Object"
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var/mob/M = usr
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if(ishuman(M) && !M.restrained() && !M.stat && !M.paralysis && ! M.stunned)
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if(!istype(usr.loc,/turf)) return
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if(src.amount <= 14)
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usr << "\red You need at least 15 lengths to make restraints!"
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return
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var/obj/item/weapon/handcuffs/cable/B = new /obj/item/weapon/handcuffs/cable(usr.loc)
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B.icon_state = "cuff_[item_color]"
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usr << "\blue You wind some cable together to make some restraints."
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src.use(15)
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else
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usr << "\blue You cannot do that."
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..()
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/obj/item/stack/cable_coil/attackby(obj/item/weapon/W, mob/user)
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..()
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if( istype(W, /obj/item/weapon/wirecutters) && src.amount > 1)
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src.amount--
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new/obj/item/stack/cable_coil(user.loc, 1,item_color)
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user << "You cut a piece off the cable coil."
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src.update_icon()
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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/C = W
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if(C.amount >= MAXCOIL)
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user << "The coil is too long, you cannot add any more cable to it."
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return
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if( (C.amount + src.amount <= MAXCOIL) )
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user << "You join the cable coils together."
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C.give(src.amount) // give it cable
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src.use(src.amount) // make sure this one cleans up right
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return
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else
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var/amt = MAXCOIL - C.amount
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user << "You transfer [amt] length\s of cable from one coil to the other."
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C.give(amt)
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src.use(amt)
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return
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/obj/item/stack/cable_coil/use(var/used)
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if(src.amount < used)
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return 0
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else if (src.amount == used)
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if(ismob(loc)) //handle mob icon update
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var/mob/M = loc
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M.unEquip(src)
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qdel(src)
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return 1
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else
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amount -= used
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update_icon()
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return 1
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/obj/item/stack/cable_coil/proc/give(var/extra)
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if(amount + extra > MAXCOIL)
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amount = MAXCOIL
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else
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amount += extra
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update_icon()
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// called when cable_coil is clicked on a turf/simulated/floor
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/obj/item/stack/cable_coil/proc/turf_place(turf/simulated/floor/F, mob/user)
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if(!isturf(user.loc))
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return
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if(get_dist(F,user) > 1)
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user << "You can't lay cable at a place that far away."
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return
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if(F.intact) // if floor is intact, complain
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user << "You can't lay cable there unless the floor tiles are removed."
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return
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else
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var/dirn
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if(user.loc == F)
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dirn = user.dir // if laying on the tile we're on, lay in the direction we're facing
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else
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dirn = get_dir(F, user)
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for(var/obj/structure/cable/LC in F)
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if((LC.d1 == dirn && LC.d2 == 0 ) || ( LC.d2 == dirn && LC.d1 == 0))
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user << "There's already a cable at that position."
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return
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var/obj/structure/cable/C = new(F)
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C.cableColor(item_color)
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C.d1 = 0
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C.d2 = dirn
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C.add_fingerprint(user)
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C.updateicon()
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C.powernet = new()
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powernets += C.powernet
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C.powernet.cables += C
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C.mergeConnectedNetworks(C.d2)
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C.mergeConnectedNetworksOnTurf()
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use(1)
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if (C.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/stack/cable_coil(C.loc, 1, C.cable_color)
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qdel(C)
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//src.laying = 1
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//last = C
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// called when cable_coil is click on an installed obj/cable
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/obj/item/stack/cable_coil/proc/cable_join(obj/structure/cable/C, mob/user)
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var/turf/U = user.loc
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if(!isturf(U))
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return
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var/turf/T = C.loc
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if(!isturf(T) || T.intact) // sanity checks, also stop use interacting with T-scanner revealed cable
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return
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if(get_dist(C, user) > 1) // make sure it's close enough
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user << "You can't lay cable at a place that far away."
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return
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if(U == T) // do nothing if we clicked a cable we're standing on
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return // may change later if can think of something logical to do
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var/dirn = get_dir(C, user)
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if(C.d1 == dirn || C.d2 == dirn) // one end of the clicked cable is pointing towards us
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if(U.intact) // can't place a cable if the floor is complete
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user << "You can't lay cable there unless the floor tiles are removed."
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return
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else
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// cable is pointing at us, we're standing on an open tile
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// so create a stub pointing at the clicked cable on our tile
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var/fdirn = turn(dirn, 180) // the opposite direction
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for(var/obj/structure/cable/LC in U) // check to make sure there's not a cable there already
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if(LC.d1 == fdirn || LC.d2 == fdirn)
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user << "There's already a cable at that position."
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return
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var/obj/structure/cable/NC = new(U)
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NC.cableColor(item_color)
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NC.d1 = 0
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NC.d2 = fdirn
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NC.add_fingerprint()
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NC.updateicon()
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if(C.powernet)
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NC.powernet = C.powernet
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NC.powernet.cables += NC
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NC.mergeConnectedNetworks(NC.d2)
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NC.mergeConnectedNetworksOnTurf()
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use(1)
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if (NC.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/stack/cable_coil(NC.loc, 1, NC.cable_color)
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qdel(NC)
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return
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else if(C.d1 == 0) // exisiting cable doesn't point at our position, so see if it's a stub
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// if so, make it a full cable pointing from it's old direction to our dirn
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var/nd1 = C.d2 // these will be the new directions
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var/nd2 = dirn
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if(nd1 > nd2) // swap directions to match icons/states
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nd1 = dirn
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nd2 = C.d2
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for(var/obj/structure/cable/LC in T) // check to make sure there's no matching cable
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if(LC == C) // skip the cable we're interacting with
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continue
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if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction
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user << "There's already a cable at that position."
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return
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C.cableColor(item_color)
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C.d1 = nd1
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C.d2 = nd2
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C.add_fingerprint()
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C.updateicon()
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C.mergeConnectedNetworks(C.d1)
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C.mergeConnectedNetworks(C.d2)
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C.mergeConnectedNetworksOnTurf()
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use(1)
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if (C.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/stack/cable_coil(C.loc, 2, C.cable_color)
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qdel(C)
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return
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C.denode()// this call may have disconnected some cables that terminated on the centre of the turf, if so split the powernets.
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return
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/obj/structure/cable/proc/mergeConnectedNetworks(var/direction)
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var/turf/TB
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if(!(d1 == direction || d2 == direction))
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return
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TB = get_step(src, direction)
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for(var/obj/structure/cable/TC in TB)
|
|
|
|
if(!TC)
|
|
continue
|
|
|
|
if(src == TC)
|
|
continue
|
|
|
|
var/fdir = (!direction)? 0 : turn(direction, 180)
|
|
|
|
if(TC.d1 == fdir || TC.d2 == fdir)
|
|
|
|
if(!TC.powernet)
|
|
TC.powernet = new()
|
|
powernets += TC.powernet
|
|
TC.powernet.cables += TC
|
|
|
|
if(powernet)
|
|
merge_powernets(powernet,TC.powernet)
|
|
else
|
|
powernet = TC.powernet
|
|
powernet.cables += src
|
|
|
|
|
|
|
|
|
|
/obj/structure/cable/proc/mergeConnectedNetworksOnTurf()
|
|
if(!powernet)
|
|
powernet = new()
|
|
powernets += powernet
|
|
powernet.cables += src
|
|
|
|
for(var/AM in loc)
|
|
if(istype(AM,/obj/structure/cable))
|
|
var/obj/structure/cable/C = AM
|
|
if(C.d1 == 0 && d1==0) //only connected if they are both "nodes"
|
|
if(C.powernet == powernet) continue
|
|
if(C.powernet)
|
|
merge_powernets(powernet, C.powernet)
|
|
else
|
|
C.powernet = powernet
|
|
powernet.cables += C
|
|
|
|
else if(istype(AM,/obj/machinery/power/apc))
|
|
var/obj/machinery/power/apc/N = AM
|
|
if(!N.terminal) continue
|
|
if(N.terminal.powernet)
|
|
merge_powernets(powernet, N.terminal.powernet)
|
|
else
|
|
N.terminal.powernet = powernet
|
|
powernet.nodes[N.terminal] = N.terminal
|
|
|
|
else if(istype(AM,/obj/machinery/power))
|
|
var/obj/machinery/power/M = AM
|
|
if(M.powernet == powernet) continue
|
|
if(M.powernet)
|
|
merge_powernets(powernet, M.powernet)
|
|
else
|
|
M.powernet = powernet
|
|
powernet.nodes[M] = M
|
|
|
|
|
|
obj/structure/cable/proc/cableColor(var/colorC)
|
|
var/color_n = "red"
|
|
if(colorC)
|
|
color_n = colorC
|
|
cable_color = color_n
|
|
switch(colorC)
|
|
if("red")
|
|
icon = 'icons/obj/power_cond/power_cond_red.dmi'
|
|
if("yellow")
|
|
icon = 'icons/obj/power_cond/power_cond_yellow.dmi'
|
|
if("green")
|
|
icon = 'icons/obj/power_cond/power_cond_green.dmi'
|
|
if("blue")
|
|
icon = 'icons/obj/power_cond/power_cond_blue.dmi'
|
|
if("pink")
|
|
icon = 'icons/obj/power_cond/power_cond_pink.dmi'
|
|
if("orange")
|
|
icon = 'icons/obj/power_cond/power_cond_orange.dmi'
|
|
if("cyan")
|
|
icon = 'icons/obj/power_cond/power_cond_cyan.dmi'
|
|
if("white")
|
|
icon = 'icons/obj/power_cond/power_cond_white.dmi'
|
|
|
|
obj/structure/cable/proc/add_avail(var/amount)
|
|
if(powernet)
|
|
powernet.newavail += amount
|
|
|
|
obj/structure/cable/proc/add_load(var/amount)
|
|
if(powernet)
|
|
powernet.newload += amount
|
|
|
|
obj/structure/cable/proc/surplus()
|
|
if(powernet)
|
|
return powernet.avail-powernet.load
|
|
else
|
|
return 0
|
|
|
|
obj/structure/cable/proc/avail()
|
|
if(powernet)
|
|
return powernet.avail
|
|
else
|
|
return 0
|
|
|
|
/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","yellow","green","blue","pink")
|
|
icon_state = "coil_[item_color]"
|
|
..()
|