Revolutionary update!

You can now dispense Disposal Bins, Outlets and Chutes from the disposal dispenser. These are movable and you can attach them above open trunks with a wrench, then weld them to attach them completely.
You can remove Bins by turning off their pump, then screwdriver, then weld, then wrench. Same with outlet and chute except for the pump part.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3690 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
daniel.cf.hultgren@gmail.com
2012-05-28 20:51:15 +00:00
parent f1a3a3102a
commit 589267fabf
6 changed files with 272 additions and 28 deletions

View File

@@ -119,6 +119,9 @@
<A href='?src=\ref[src];dmake=2'>Junction</A><BR> <A href='?src=\ref[src];dmake=2'>Junction</A><BR>
<A href='?src=\ref[src];dmake=3'>Y-Junction</A><BR> <A href='?src=\ref[src];dmake=3'>Y-Junction</A><BR>
<A href='?src=\ref[src];dmake=4'>Trunk</A><BR> <A href='?src=\ref[src];dmake=4'>Trunk</A><BR>
<A href='?src=\ref[src];dmake=5'>Bin</A><BR>
<A href='?src=\ref[src];dmake=6'>Outlet</A><BR>
<A href='?src=\ref[src];dmake=7'>Chute</A><BR>
"} "}
user << browse("<HEAD><TITLE>[src]</TITLE></HEAD><TT>[dat]</TT>", "window=pipedispenser") user << browse("<HEAD><TITLE>[src]</TITLE></HEAD><TT>[dat]</TT>", "window=pipedispenser")
@@ -150,6 +153,15 @@
C.ptype = 4 C.ptype = 4
if(4) if(4)
C.ptype = 5 C.ptype = 5
if(5)
C.ptype = 6
C.density = 1
if(6)
C.ptype = 7
C.density = 1
if(7)
C.ptype = 8
C.density = 1
C.update() C.update()
wait = 1 wait = 1

View File

@@ -1,4 +1,5 @@
// Disposal pipe construction // Disposal pipe construction
// This is the pipe that you drag around, not the attached ones.
/obj/structure/disposalconstruct /obj/structure/disposalconstruct
@@ -12,7 +13,7 @@
m_amt = 1850 m_amt = 1850
level = 2 level = 2
var/ptype = 0 var/ptype = 0
// 0=straight, 1=bent, 2=junction-j1, 3=junction-j2, 4=junction-y, 5=trunk // 0=straight, 1=bent, 2=junction-j1, 3=junction-j2, 4=junction-y, 5=trunk, 6=disposal bin, 7=outlet, 8=inlet
var/dpdir = 0 // directions as disposalpipe var/dpdir = 0 // directions as disposalpipe
var/base_state = "pipe-s" var/base_state = "pipe-s"
@@ -42,9 +43,26 @@
if(5) if(5)
base_state = "pipe-t" base_state = "pipe-t"
dpdir = dir dpdir = dir
// disposal bin has only one dir, thus we don't need to care about setting it
if(6)
if(anchored)
base_state = "disposal"
else
base_state = "condisposal"
if(7)
base_state = "outlet"
dpdir = dir
if(8)
base_state = "intake"
dpdir = dir
icon_state = "con[base_state]" if(ptype<6)
icon_state = "con[base_state]"
else
icon_state = base_state
if(invisibility) // if invisible, fade icon if(invisibility) // if invisible, fade icon
icon -= rgb(0,0,0,128) icon -= rgb(0,0,0,128)
@@ -93,6 +111,12 @@
return /obj/structure/disposalpipe/junction return /obj/structure/disposalpipe/junction
if(5) if(5)
return /obj/structure/disposalpipe/trunk return /obj/structure/disposalpipe/trunk
if(6)
return /obj/machinery/disposal
if(7)
return /obj/structure/disposaloutlet
if(8)
return /obj/machinery/disposal/deliveryChute
return return
@@ -102,48 +126,98 @@
// weldingtool: convert to real pipe // weldingtool: convert to real pipe
attackby(var/obj/item/I, var/mob/user) attackby(var/obj/item/I, var/mob/user)
var/nicetype = "pipe"
var/ispipe = 0 // Indicates if we should change the level of this pipe
switch(ptype)
if(6)
nicetype = "disposal bin"
if(7)
nicetype = "disposal outlet"
if(8)
nicetype = "delivery chute"
else
nicetype = "pipe"
ispipe = 1
var/turf/T = src.loc var/turf/T = src.loc
if(T.intact) if(T.intact)
user << "You can only attach the pipe if the floor plating is removed." user << "You can only attach the [nicetype] if the floor plating is removed."
return return
var/obj/structure/disposalpipe/CP = locate() in T var/obj/structure/disposalpipe/CP = locate() in T
if(CP) if(ptype>=6) // Disposal or outlet
update() if(CP) // There's something there
var/pdir = CP.dpdir if(!istype(CP,/obj/structure/disposalpipe/trunk))
if(istype(CP, /obj/structure/disposalpipe/broken)) user << "The [nicetype] requires a trunk underneath it in order to work."
pdir = CP.dir return
if(pdir & dpdir) else // Nothing under, fuck.
user << "There is already a pipe at that location." user << "The [nicetype] requires a trunk underneath it in order to work."
return return
else
if(CP)
update()
var/pdir = CP.dpdir
if(istype(CP, /obj/structure/disposalpipe/broken))
pdir = CP.dir
if(pdir & dpdir)
user << "There is already a [nicetype] at that location."
return
var/obj/structure/disposalpipe/trunk/Trunk = CP
if(istype(I, /obj/item/weapon/wrench)) if(istype(I, /obj/item/weapon/wrench))
if(anchored) if(anchored)
anchored = 0 anchored = 0
level = 2 if(ispipe)
density = 1 level = 2
user << "You detach the pipe from the underfloor." density = 0
else
density = 1
user << "You detach the [nicetype] from the underfloor."
else else
anchored = 1 anchored = 1
level = 1 if(ispipe)
density = 0 level = 1 // We don't want disposal bins to disappear under the floors
user << "You attach the pipe to the underfloor." density = 0
else
density = 1 // We don't want disposal bins or outlets to go density 0
user << "You attach the [nicetype] to the underfloor."
playsound(src.loc, 'Ratchet.ogg', 100, 1) playsound(src.loc, 'Ratchet.ogg', 100, 1)
update()
else if(istype(I, /obj/item/weapon/weldingtool)) else if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/W = I var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user)) if(W.remove_fuel(0,user))
playsound(src.loc, 'Welder2.ogg', 100, 1) playsound(src.loc, 'Welder2.ogg', 100, 1)
user << "Welding the pipe in place." user << "Welding the [nicetype] in place."
W:welding = 2 W:welding = 2
if(do_after(user, 20)) if(do_after(user, 20))
update() user << "The [nicetype] has been welded in place!"
var/pipetype = dpipetype() update() // TODO: Make this neat
var/obj/structure/disposalpipe/P = new pipetype(src.loc) if(ispipe) // Pipe
P.base_icon_state = base_state
P.dir = dir var/pipetype = dpipetype()
P.dpdir = dpdir var/obj/structure/disposalpipe/P = new pipetype(src.loc)
P.updateicon() P.base_icon_state = base_state
P.dir = dir
P.dpdir = dpdir
P.updateicon()
else if(ptype==6) // Disposal bin
var/obj/machinery/disposal/P = new /obj/machinery/disposal(src.loc)
P.mode = 0 // start with pump off
else if(ptype==7) // Disposal outlet
var/obj/structure/disposaloutlet/P = new /obj/structure/disposaloutlet(src.loc)
P.dir = dir
Trunk.linked = P
else if(ptype==8) // Disposal outlet
var/obj/machinery/disposal/deliveryChute/P = new /obj/machinery/disposal/deliveryChute(src.loc)
P.dir = dir
del(src) del(src)
return return
W:welding = 1 W:welding = 1

View File

@@ -46,6 +46,37 @@
if(isrobot(user) && !istype(I, /obj/item/weapon/trashbag)) if(isrobot(user) && !istype(I, /obj/item/weapon/trashbag))
return return
if(mode<=0) // It's off
if(istype(I, /obj/item/weapon/screwdriver))
if(mode==0) // It's off but still not unscrewed
mode=-1 // Set it to doubleoff l0l
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "You remove the screws around the power connection."
return
else if(mode==-1)
mode=0
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "You attach the screws around the power connection."
return
else if(istype(I,/obj/item/weapon/weldingtool) && mode==-1)
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src.loc, 'Welder2.ogg', 100, 1)
user << "You start slicing the floorweld off the disposal unit."
W:welding = 2
if(do_after(user,20))
user << "You sliced the floorweld off the disposal unit."
var/obj/structure/disposalconstruct/C = new (src.loc)
C.ptype = 6 // 6 = disposal unit
C.anchored = 1
C.density = 1
C.update()
del(src)
W:welding = 1
return
else
user << "You need more welding fuel to complete this task."
return
if(istype(I, /obj/item/weapon/melee/energy/blade)) if(istype(I, /obj/item/weapon/melee/energy/blade))
user << "You can't place that item inside the disposal unit." user << "You can't place that item inside the disposal unit."
@@ -167,6 +198,11 @@
if(user && user.loc == src) if(user && user.loc == src)
usr << "\red You cannot reach the controls from inside." usr << "\red You cannot reach the controls from inside."
return return
/*
if(mode==-1)
usr << "\red The disposal units power is disabled."
return
*/
interact(user, 0) interact(user, 0)
// user interaction // user interaction
@@ -187,7 +223,7 @@
dat += "<BR><HR><A href='?src=\ref[src];eject=1'>Eject contents</A><HR>" dat += "<BR><HR><A href='?src=\ref[src];eject=1'>Eject contents</A><HR>"
if(mode == 0) if(mode <= 0)
dat += "Pump: <B>Off</B> <A href='?src=\ref[src];pump=1'>On</A><BR>" dat += "Pump: <B>Off</B> <A href='?src=\ref[src];pump=1'>On</A><BR>"
else if(mode == 1) else if(mode == 1)
dat += "Pump: <A href='?src=\ref[src];pump=0'>Off</A> <B>On</B> (pressurizing)<BR>" dat += "Pump: <A href='?src=\ref[src];pump=0'>Off</A> <B>On</B> (pressurizing)<BR>"
@@ -209,6 +245,10 @@
if(usr.loc == src) if(usr.loc == src)
usr << "\red You cannot reach the controls from inside." usr << "\red You cannot reach the controls from inside."
return return
if(mode==-1 && !href_list["eject"]) // only allow ejecting if mode is -1
usr << "\red The disposal units power is disabled."
return
..() ..()
src.add_fingerprint(usr) src.add_fingerprint(usr)
if(stat & BROKEN) if(stat & BROKEN)
@@ -264,7 +304,7 @@
overlays += image('disposal.dmi', "dispover-handle") overlays += image('disposal.dmi', "dispover-handle")
// only handle is shown if no power // only handle is shown if no power
if(stat & NOPOWER) if(stat & NOPOWER || mode == -1)
return return
// check for items in disposal - occupied light // check for items in disposal - occupied light
@@ -283,6 +323,9 @@
if(stat & BROKEN) // nothing can happen if broken if(stat & BROKEN) // nothing can happen if broken
return return
if(!air_contents) // Potentially causes a runtime otherwise (if this is really shitty, blame pete //Donkie)
return
flush_count++ flush_count++
if( flush_count >= flush_every_ticks ) if( flush_count >= flush_every_ticks )
if( contents.len ) if( contents.len )
@@ -803,6 +846,8 @@
C.ptype = 5 C.ptype = 5
C.dir = dir C.dir = dir
C.density = 0
C.anchored = 1
C.update() C.update()
del(src) del(src)
@@ -1030,6 +1075,37 @@
update() update()
return return
// Override attackby so we disallow trunkremoval when somethings ontop
attackby(var/obj/item/I, var/mob/user)
if(linked != null)
return
var/turf/T = src.loc
if(T.intact)
return // prevent interaction with T-scanner revealed pipes
if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/W = I
if(W.welding)
if(W.remove_fuel(0,user))
W:welding = 2
playsound(src.loc, 'Welder2.ogg', 100, 1)
// check if anything changed over 2 seconds
var/turf/uloc = user.loc
var/atom/wloc = W.loc
user << "Slicing the disposal pipe."
sleep(30)
if(user.loc == uloc && wloc == W.loc)
welded()
else
user << "You must stay still while welding the pipe."
W:welding = 1
else
user << "You need more welding fuel to cut the pipe."
return
// would transfer to next pipe segment, but we are in a trunk // would transfer to next pipe segment, but we are in a trunk
// if not entering from disposal bin, // if not entering from disposal bin,
// transfer to linked object (outlet or bin) // transfer to linked object (outlet or bin)
@@ -1091,6 +1167,7 @@
anchored = 1 anchored = 1
var/active = 0 var/active = 0
var/turf/target // this will be where the output objects are 'thrown' to. var/turf/target // this will be where the output objects are 'thrown' to.
var/mode = 0
New() New()
..() ..()
@@ -1111,13 +1188,47 @@
for(var/atom/movable/AM in H) for(var/atom/movable/AM in H)
AM.loc = src.loc AM.loc = src.loc
AM.pipe_eject(dir) AM.pipe_eject(dir)
spawn(1) spawn(5)
AM.throw_at(target, 3, 1) AM.throw_at(target, 3, 1)
H.vent_gas(src.loc) H.vent_gas(src.loc)
del(H) del(H)
return return
attackby(var/obj/item/I, var/mob/user)
if(!I || !user)
return
if(istype(I, /obj/item/weapon/screwdriver))
if(mode==0)
mode=1
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "You remove the screws around the power connection."
return
else if(mode==1)
mode=0
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "You attach the screws around the power connection."
return
else if(istype(I,/obj/item/weapon/weldingtool) && mode==1)
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src.loc, 'Welder2.ogg', 100, 1)
user << "You start slicing the floorweld off the disposal outlet."
W:welding = 2
if(do_after(user,20))
user << "You sliced the floorweld off the disposal outlet."
var/obj/structure/disposalconstruct/C = new (src.loc)
C.ptype = 7 // 7 = outlet
C.update()
C.anchored = 1
C.density = 1
del(src)
W:welding = 1
return
else
user << "You need more welding fuel to complete this task."
return

View File

@@ -208,9 +208,13 @@
density = 0 density = 0
icon_state = "intake" icon_state = "intake"
var/c_mode = 0
interact() interact()
return return
update()
return
HasEntered(AM as mob|obj) //Go straight into the chute HasEntered(AM as mob|obj) //Go straight into the chute
if (istype(AM, /obj)) if (istype(AM, /obj))
var/obj/O = AM var/obj/O = AM
@@ -254,4 +258,39 @@
if(mode == 2) // if was ready, if(mode == 2) // if was ready,
mode = 1 // switch to charging mode = 1 // switch to charging
update() update()
return return
attackby(var/obj/item/I, var/mob/user)
if(!I || !user)
return
if(istype(I, /obj/item/weapon/screwdriver))
if(c_mode==0)
c_mode=1
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "You remove the screws around the power connection."
return
else if(c_mode==1)
c_mode=0
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "You attach the screws around the power connection."
return
else if(istype(I,/obj/item/weapon/weldingtool) && c_mode==1)
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src.loc, 'Welder2.ogg', 100, 1)
user << "You start slicing the floorweld off the delivery chute."
W:welding = 2
if(do_after(user,20))
user << "You sliced the floorweld off the delivery chute."
var/obj/structure/disposalconstruct/C = new (src.loc)
C.ptype = 8 // 8 = Delivery chute
C.update()
C.anchored = 1
C.density = 1
del(src)
W:welding = 1
return
else
user << "You need more welding fuel to complete this task."
return

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@@ -46,6 +46,14 @@ Stuff which is in development and not yet visible to players or just code relate
should be listed in the changelog upon commit tho. Thanks. --> should be listed in the changelog upon commit tho. Thanks. -->
<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here --> <!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
<div class="commit sansserif">
<h2 class="date">Monday, May 28th</h2>
<h3 class="author">Donkie updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">You can now dispense Disposal Bins, Outlets and Chutes from the disposal dispenser. These are movable and you can attach them above open trunks with a wrench, then weld them to attach them completely. You can remove Bins by turning off their pump, then screwdriver, then weld, then wrench. Same with outlet and chute except for the pump part.</li>
</ul>
</div>
<div class="commit sansserif"> <div class="commit sansserif">
<h2 class="date">Saturday, May 26th</h2> <h2 class="date">Saturday, May 26th</h2>
<h3 class="author">Icarus updated:</h3> <h3 class="author">Icarus updated:</h3>

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