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Bubberstation/code/ATMOSPHERICS/atmospherics.dm

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/*
Quick overview:
Pipes combine to form pipelines
Pipelines and other atmospheric objects combine to form pipe_networks
Note: A single pipe_network represents a completely open space
Pipes -> Pipelines
Pipelines + Other Objects -> Pipe network
*/
/obj/machinery/atmospherics
anchored = 1
idle_power_usage = 0
active_power_usage = 0
power_channel = ENVIRON
var/nodealert = 0
var/can_unwrench = 0
var/initialize_directions = 0
var/pipe_color
var/obj/item/pipe/stored
var/global/list/iconsetids = list()
var/global/list/pipeimages = list()
var/image/pipe_vision_img = null
var/device_type = 0
var/list/obj/machinery/atmospherics/nodes = list()
/obj/machinery/atmospherics/New()
nodes.len = device_type
..()
SSair.atmos_machinery += src
SetInitDirections()
if(can_unwrench)
stored = new(src, make_from=src)
/obj/machinery/atmospherics/Destroy()
for(DEVICE_TYPE_LOOP)
nullifyNode(I)
SSair.atmos_machinery -= src
if(stored)
qdel(stored)
stored = null
for(var/mob/living/L in src)
L.remove_ventcrawl()
L.forceMove(get_turf(src))
if(pipe_vision_img)
qdel(pipe_vision_img)
return ..()
//return QDEL_HINT_FINDREFERENCE
/obj/machinery/atmospherics/proc/nullifyNode(I)
if(NODE_I)
var/obj/machinery/atmospherics/N = NODE_I
N.disconnect(src)
NODE_I = null
//this is called just after the air controller sets up turfs
/obj/machinery/atmospherics/proc/atmosinit(var/list/node_connects)
if(!node_connects) //for pipes where order of nodes doesn't matter
node_connects = list()
node_connects.len = device_type
for(DEVICE_TYPE_LOOP)
for(var/D in cardinal)
if(D & GetInitDirections())
if(D in node_connects)
continue
node_connects[I] = D
break
for(DEVICE_TYPE_LOOP)
for(var/obj/machinery/atmospherics/target in get_step(src,node_connects[I]))
if(can_be_node(target, I))
NODE_I = target
break
update_icon()
/obj/machinery/atmospherics/proc/can_be_node(obj/machinery/atmospherics/target)
if(target.initialize_directions & get_dir(target,src))
return 1
/obj/machinery/atmospherics/proc/pipeline_expansion()
return nodes
/obj/machinery/atmospherics/proc/SetInitDirections()
return
/obj/machinery/atmospherics/proc/GetInitDirections()
return initialize_directions
/obj/machinery/atmospherics/proc/returnPipenet()
return
/obj/machinery/atmospherics/proc/returnPipenetAir()
return
/obj/machinery/atmospherics/proc/setPipenet()
return
/obj/machinery/atmospherics/proc/replacePipenet()
return
/obj/machinery/atmospherics/proc/build_network()
// Called to build a network from this node
return
/obj/machinery/atmospherics/proc/disconnect(obj/machinery/atmospherics/reference)
if(istype(reference, /obj/machinery/atmospherics/pipe))
var/obj/machinery/atmospherics/pipe/P = reference
qdel(P.parent)
var/I = nodes.Find(reference)
NODE_I = null
update_icon()
/obj/machinery/atmospherics/update_icon()
return
/obj/machinery/atmospherics/attackby(obj/item/weapon/W, mob/user, params)
if(can_unwrench && istype(W, /obj/item/weapon/wrench))
var/turf/T = get_turf(src)
if (level==1 && isturf(T) && T.intact)
user << "<span class='warning'>You must remove the plating first!</span>"
return 1
var/datum/gas_mixture/int_air = return_air()
var/datum/gas_mixture/env_air = loc.return_air()
add_fingerprint(user)
var/unsafe_wrenching = FALSE
var/internal_pressure = int_air.return_pressure()-env_air.return_pressure()
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
user << "<span class='notice'>You begin to unfasten \the [src]...</span>"
if (internal_pressure > 2*ONE_ATMOSPHERE)
user << "<span class='warning'>As you begin unwrenching \the [src] a gush of air blows in your face... maybe you should reconsider?</span>"
unsafe_wrenching = TRUE //Oh dear oh dear
if (do_after(user, 20, target = src) && !gc_destroyed)
user.visible_message( \
"[user] unfastens \the [src].", \
"<span class='notice'>You unfasten \the [src].</span>", \
"<span class='italics'>You hear ratchet.</span>")
investigate_log("was <span class='warning'>REMOVED</span> by [key_name(usr)]", "atmos")
//You unwrenched a pipe full of pressure? let's splat you into the wall silly.
if(unsafe_wrenching)
unsafe_pressure_release(user,internal_pressure)
Deconstruct()
else
return ..()
//Called when an atmospherics object is unwrenched while having a large pressure difference
//with it's locs air contents.
/obj/machinery/atmospherics/proc/unsafe_pressure_release(mob/user,pressures)
if(!user)
return
if(!pressures)
var/datum/gas_mixture/int_air = return_air()
var/datum/gas_mixture/env_air = loc.return_air()
pressures = int_air.return_pressure()-env_air.return_pressure()
var/fuck_you_dir = get_dir(src,user)
var/turf/general_direction = get_edge_target_turf(user,fuck_you_dir)
user.visible_message("<span class='danger'>[user] is sent flying by pressure!</span>","<span class='userdanger'>The pressure sends you flying!</span>")
//Values based on 2*ONE_ATMOS (the unsafe pressure), resulting in 20 range and 4 speed
user.throw_at(general_direction,pressures/10,pressures/50)
/obj/machinery/atmospherics/Deconstruct()
if(can_unwrench)
stored.loc = src.loc
transfer_fingerprints_to(stored)
stored = null
qdel(src)
/obj/machinery/atmospherics/proc/getpipeimage(iconset, iconstate, direction, col=rgb(255,255,255))
//Add identifiers for the iconset
if(iconsetids[iconset] == null)
iconsetids[iconset] = num2text(iconsetids.len + 1)
//Generate a unique identifier for this image combination
var/identifier = iconsetids[iconset] + "_[iconstate]_[direction]_[col]"
var/image/img
if(pipeimages[identifier] == null)
img = image(iconset, icon_state=iconstate, dir=direction)
img.color = col
pipeimages[identifier] = img
else
img = pipeimages[identifier]
return img
/obj/machinery/atmospherics/construction(pipe_type, obj_color)
if(can_unwrench)
color = obj_color
pipe_color = obj_color
stored.dir = src.dir //need to define them here, because the obj directions...
stored.pipe_type = pipe_type //... were not set at the time the stored pipe was created
stored.color = obj_color
var/turf/T = loc
level = T.intact ? 2 : 1
atmosinit()
var/list/nodes = pipeline_expansion()
for(var/obj/machinery/atmospherics/A in nodes)
A.atmosinit()
A.addMember(src)
build_network()
/obj/machinery/atmospherics/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
Deconstruct()
//Find a connecting /obj/machinery/atmospherics in specified direction
/obj/machinery/atmospherics/proc/findConnecting(direction)
for(var/obj/machinery/atmospherics/target in get_step(src, direction))
if(target.initialize_directions & get_dir(target,src))
return target
#define VENT_SOUND_DELAY 30
/obj/machinery/atmospherics/relaymove(mob/living/user, direction)
if(!(direction & initialize_directions)) //cant go this way.
return
if(buckled_mob == user) // fixes buckle ventcrawl edgecase fuck bug
return
var/obj/machinery/atmospherics/target_move = findConnecting(direction)
if(target_move)
if(is_type_in_list(target_move, ventcrawl_machinery) && target_move.can_crawl_through())
user.remove_ventcrawl()
user.forceMove(target_move.loc) //handle entering and so on.
user.visible_message("<span class='notice'>You hear something squeezing through the ducts...</span>","<span class='notice'>You climb out the ventilation system.")
else if(target_move.can_crawl_through())
if(returnPipenet() != target_move.returnPipenet())
user.update_pipe_vision(target_move)
user.loc = target_move
user.client.eye = target_move //Byond only updates the eye every tick, This smooths out the movement
if(world.time - user.last_played_vent > VENT_SOUND_DELAY)
user.last_played_vent = world.time
playsound(src, 'sound/machines/ventcrawl.ogg', 50, 1, -3)
else
if((direction & initialize_directions) || is_type_in_list(src, ventcrawl_machinery) && can_crawl_through()) //if we move in a way the pipe can connect, but doesn't - or we're in a vent
user.remove_ventcrawl()
user.forceMove(src.loc)
user.visible_message("<span class='notice'>You hear something squeezing through the ducts...</span>","<span class='notice'>You climb out the ventilation system.")
user.canmove = 0
spawn(1)
user.canmove = 1
/obj/machinery/atmospherics/AltClick(mob/living/L)
if(is_type_in_list(src, ventcrawl_machinery))
L.handle_ventcrawl(src)
return
..()
/obj/machinery/atmospherics/proc/can_crawl_through()
return 1